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difference between picker parent and ctrl-p parent?
difference between picker parent and ctrl-p parent?
when I use the picker to parent the sphere object to cube the sphere moves from place of origin, but if I parent sphere to cube with ctrl-p, sphere does not move from place of origin.
why does that happen?
https://youtu.be/6glaRqeLQ0s
I use blender 2.79

See also   ... Oops meant to use  this one as dupe https://blender.stackexchange.com/questions/94424/blender-parent-problem anyhow  Not sure if you are interested in maths / code  but former is keeping child in place by setting the parent inverse (by default) and latter isn't .. so if the child was at origin it is now at location of parent.


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Shading issues on bevels
I am new to blender and basically i have a cube ans beveled the corners the auto shade smooth. The corner shading does not blend well with the cube and you can clearly see the line. See below.

Hi, could you share your .blend file using Blender Exchange, please? And it's usually better to post screenshots, and not photos of your screen, as they tend to be harder to interpret.

hey, sorry I was with my kid and had a picture on my phone. here is the blend file. thank you for looking at it.

Hello and welcome. Rather than take photos of your monitor post actual screenshots instead, see How to take a screenshot. Photos are harder to read because we have to look past external interferences (like reflections, smudges or Moiré patterns) and guess if we are looking at hardware issues such as a malfunctioning display or connections, a software level issue like driver malfunction or glitch, or actual artifacts or issues with the model itself.

No worries, and thank you. I actually see no problems with the rounded edges at all. I see some double geometry, but they are details (like a display or sticker, and some double geometry near the connectors near the back). Based on your photo, I think the issue has to do with visualization rather than your mesh. With 'Z' you can change your Shading: what does that do for you?

Hey Joachim, thank you for replying back. Its not a mesh issue exactly. My issue is with the shading. I have a matte grey finish on it. If you render it you can see a visible transition with the lights. I was wondering if there is a way to smooth it all as in one piece. Try to render it have the light on the side and you can clearly see the line and it gives different shades.

Also no visible problems. Have you tried rendering a different model, or importing the mesh into a new Blender file? Perhaps your configuration has a problem.

source: Stack Exchange

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

sort: votes


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Weird Creases after I subdivision

Hi guys, I am new to blender and now working on my character. weird creases appear on my character after using the Subdivision modifier. Anyone know how to fix it?

Hello it may be inverted normals, check this answer: https://blender.stackexchange.com/questions/314390/how-do-i-fix-this-mesh/314391#314391 or inner faces?

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


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Error when attempting to bevel edges
I have been trying to round bevel the edges highlighted in yellow & I have not been able to. The problem seems to be arising since I added the tube (highlighted in red). After the addition of this piece Blender is now creating all sorts of weird shapes when I try to bevel this face as a surface.
Can someone please offer some assistance?
Kind regards,
Jake

Some explanation of what I am trying to achieve:
This is going to be an oil tank for a vintage motorcycle that I own & may plan is to print the model and then cast it using lost PLA.

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

Hi, I have uploaded the file. I am trying to create a round radius of approx 5mm diameter on all edges except the spout.

First thing apply the Scale of your object (Ctrl A). The Bevel modifier doesn't work because the Clamp Overlap option of the Bevel modifier is on, which prevents the bevel to make some faces overlap. You could use the Limit Method > Weight option, it will work for a 5 mm bevel. If you want a larger bevel you need to check where the problem is, where the faces are overlapping when you bevel. Or redo the topology from scratch


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Switches from any press to tweak

After any click on a field or a cube just anywhere I am redirected to the "tweak" tab.
What can I do to stop being thrown to this tab?

Maybe somehow related to the answer in this post? https://blender.stackexchange.com/questions/313951/rotation-keyboard-shortcut-has-stopped-working-properly-how-to-fix/313956?noredirect=1#comment544090_313956


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Wrong shadows in smooth mode
I deleted the old right arm and leg, created new and connected them, but now in the smooth mode I have this wrong shadows. How to solve this?

Check the normals by turning on Face Orientation on the Overlays menu then if necessary go into Edit mode, select All, and use Shift-N to recalculate them.

Works, thank you very much!

Good! Next time, delete half of the entire model and then add a Mirror modifier! If you then want to edit each side of the model separately apply the modifer.


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Is there a way to render the vector pass of the fire and smoke?
I want to use Blender to render the optical flow (vector pass) of something like fire or smoke for further research. I realize that I cannot directly render the vector pass of such volumes like solid objects. Luckily, I found that it has the option to display vectors and display them in the 3D view.

My question is how to get the raw data of these vectors and how to convert it to the camera viewpoint to replace direct rendering.

You want the raw data as values or do you want to render something that looks like what you see in the 3D Viewport? For the latter, go to View > Viewport Render Animation.

@GordonBrinkmann Thanks for your comment. I prefer the former because the latter has been mapped to another meaning. The picture here is only used to indicate that the Blender can obtain the vectors of the volume.


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Keyed Particle System with Force Fields
I have one object that needs to explode into cubes and then form a second object. I saw that one way of doing that is by using keyed physics type, but it looks to boring and static.
I need the transition to be more random and it needs to look like an explosion in the beginning. Is there a way to use a force field and a turbulence field with the keyed particle system?
Thanks!


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texture does not affect volume shader
the white part should have the volume in blue and the black part in red but it doesn't work
I leave you an image that explains the problem better

It's going to depend on the texture coordinate you use.  Typically I'd expect an image texture to describe a surface, but you can project it over an axis if you want.  Long story short: An image really doesn't have anything to say about a volume.  It doesn't have any depth.

As was mentioned, because you're dealing with volumes, you need to use 3D Textures! :)
You can get these by using procedural textures with the type set to 3D. To get that squiggly shape, for example, you could do something like this:

Then, to get that circular shape, you could do something like this:

You could then add them together to get something like this:

If you only want the shape to appear on the front of the cube, you can use a noise texture to create a mask for the added textures:

You can then multiply the mask with the result of the added textures. This isn't perfect, but you can play with the settings to get what you want:

Finally, you can adjust the result with a color ramp and then plug that into the factor of the mix shader to get what you'd like:

Procedural shading is tricky at first, but it's really powerful! Best of luck!


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How to distribute points along a single edge with geometry nodes
I have a mesh with a single edge/two vertices, which I've added a point instance geometry node instancing the "circle" mesh.

What's the most practical way to change the amount of circles being instanced? Let's say I wanted to animate that there's 2 circles, then 3, then 4, then 5...
Using the subdivision surface node doesn't work because it doesn't just add single points, but subdivides the generated edges.
Using point distribute just doesn't work... unless I'm doing something wrong, it seems to only work on faces, not single edges.

Use mesh to curve then curve to point then point instances

In Blender 3.1. geonodes you can convert mesh to curve, then resample curve and put "Circles" along it with "Instances On Points" node.
If you want to make "Circles" appear one by one along curve, you should play with "Endpoit Selection" node.

But the most practical way to get the same effect is to use array modifier instead of geonodes. This way works in all versions of blender. And you need not to use single edge to do that.

So you should use array if you have just one single edge going along x axis. But your question became more reasonable for me if you have some geometry object with intresting shape and if you need to place your "Circles" along detached edges of this object.
In this case you will need a bit more complex node setup. In the example below i use "Curve To Points" node to rotate instances along edges. And i use "Not" boolean math node to invert selection, for remooving "Circles" near ends of the edges. And i have to use "Capture Atribute" node, because "Curve To Points" node prevent me to apply "Endpoit Selection" node directly to the "Instances On Points" node, because instances in this case are placed on the points but not on the curve.

All this is possible in 3.0, too?

Yes, there are no nodes specific to 3.1

Similar to Chris' answer, if you use Line set to End Points, objects will be instanced between the start and end points, rather than extend in the direction set in Offset.

you can use this setup:

and keyframe the count, then you will get:
https://youtu.be/8Ftlse3fn2Y


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Displacement map from substance painter looks WAY different
I've drawn this line that affects how the normal/height textures look on substance painter:

However, when I import all of this into Blender using the node wrangle, it looks like this:

It doesn't have any modifiers on top of it, and it is also adding this strange, detailed texture on top of it. This is how my node tree looks like. I had to lower scale/strength of the displacement/normal maps from 1 to 0.001 because otherwise it didn't look at all to what I did in substance painter.
What am I doing wrong?

A displacement scale of 1 would, at default settings, mean 1 meter.  So a scale of .001 isn't weird, and it may still be a little high for the paint layer.

@AllenSimpson thank you! I didn't know it was a value for meters.

The distortion you see occurs because substance triangulates your model differently than blender does. This stands out more when you have straight uvs and curved surfaces with few loops. This is expected with models optimized for games.
To make the triangulation consistent re-Export from Blender your model to substance with a triangulation modifier on every object(triangulating when it exports) or export your model from substance painter under, file<export<model to get substance's triangulated versions and then import into Blender. I recommend the first, because the second will join any separate objects and has extra steps if you want to make future changes to your model.
Displacement only works in cycles and you are using enough geometry to displace and will only needlessly add to the normal map's effect when used for height.

Thank you so much! I triangulated it directly on blender and now it looks exactlly how I need it.
I'm pretty new to Blender/Substance so I didn't know what I did mess up.

No problem. Glad I could help.

Also height map is not the same with displacement map for substance painter. Make sure you are not confused with that.


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Switching from eevee to cycles messes up lighting completely
This is how my render preview looks in eevee:

However, if I switch to cycles, this happens:

I've been following a tutorial to get to this point, and I'm really a beginner, any of you have an idea of why this is happening? Am I forced to render it with eevee?

Lighting has much more of an effect in Cycles (especially world (environment) lighting). If you are planning on switching back and forth between render engines, know that you will often need to make modifications to your scene in order to make one look "equivalent" to the other.

@ChristopherBennett The thing is, even if I turn off all the light, the scene light doesn't change that much. Change world color doesnt affect the scene that much either, how do I get a darker scene?

You need to turn down the backgrounds strength if you want to make it dark

I just need to uncheck "ambient occlusion".
It was making everything way too bright, even with low values.

You don't need ambient occlusion in cycles.

Read: enable ambient occlusion in cycles and how to imitate ambien occlusion in cycles and what is
the purpose of ambient occlusion node inc cycles

If you started to make a scene, and always used eevee to do your renders, it will probably look like that. There are meny differences with Eevee and Cycles.
I think making the background a little darker might work, and you might have to tweak some settings to make it look right. Eevee isn't bad, I think your render looks just fine in Eevee!


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Trying to rotate an object for every x frames using python
What I have tried is this:
def my_handler(scene):
    if C.scene.frame_current % 24 == 0:
         obj.rotation_euler = [0, math.radians(20), 0]

The script compiles but does not work as expected in the blender viewport. The object remains not rotating.

I think I need to see more code.  What is obj set to?  Why isn't it passed in, like scene?  With scene passed in, why are you using C.scene rather than scene? Do you want keyframes?  Should the rotation be instantaneous?
But your main problem is that using rotation_euler that way doesn't increment the rotation, it sets it 20 degrees and leaves it there.  So once every 24 frames you're setting the rotation to a specific value.
If you want to *increment *20 degrees every 24 frames, you need something like math.radians(scene.frame_current * 20 / 24).
maybe recode your function to something like this?
def my_handler(scene, obj):
    if scene.frame_current % 24 == 0:
        inc = scene.frame_current / 24
        r = inc * 20
        obj.rotation_euler = [0, math.radians(r), 0]
        # Do you want to add a keyframe here?
        # uncomment the next line if so
        # obj.keyframe_insert("rotation_euler", frame=scene.frame_current)

But if you're trying to set keyframes every 24 frames there's an easier way to do it:
for i in range(scene.frame_start, scene.frame_end, 24):
    r = int(i/24) * 20
    obj.rotation_euler = [0, math.radians(r), 0]
    obj.keyframe_insert("rotation_euler", frame=scene.frame_current)

You can, of course replace scene.frame_start and scene.frame_end with whatever values you want to use for the start and end of the animation.

Thank you! I didn't realize my original question was missing so much information. I wasn't looking to keyframe it, but you answered my question regardless. Also, if we wanted to increment the rotation by a certain value, x for example, couldn't we just get the data of the rotation and add x each time? Like:
obj.rotation_euler[1] = bpy.data.obj.rotation_euler[1] + radians(20)
With obj being set to an object within the scene.

Yes you could do it by incrementing each time.  I'm not sure why I picked redoing the calculation for my examples -- adding is faster.  But be aware that since you're rotating by Euler rather than Quaternion, you might find the object turning in different directions as it passes through 360/0 degrees.

I think I've just ran into that issue. I added a new question similar to what you've said, perhaps you can help with that one?


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Tracking an object's location during each frame
I am trying to get an empty's speed, so I needed to get the distance covered.
# Projectile Location at 1 Frame
x1, y1, z1 = obj.location[0], obj.location[1], obj.location[2]

bpy.context.scene.frame_set(var)

currentFrame = bpy.data.scenes['Scene'].frame_current
bpy.context.scene.update()

# Projectile Location at the next frame
x2, y2, z2 = obj.location[0], obj.location[1], obj.location[2]

# Distance Calculations
x = math.pow((x2 - x1),2)
y = math.pow((y2 - y1),2)
z = math.pow((z2 - z1),2)

dist = math.sqrt(x+y+z)

#Speed calculation using 1 60FPS frame as time.
speed = dist/0.0166666667

print(f"{currentFrame}: {speed} | {x1}, {y1}, {z1} | {x2}, {y2}, {z2}")

The above is iterated 250 times (the amount of frames there are)
What ends up happening is the speed is 0 because x2, y2, and z2 are the same as x1, y1, z1. The current frame, however, prints a sequence of frames from 1-249. Why does my frames update, but not my coordinates?

you can get an objects position by this script:
for i in range(50):

    bpy.context.scene.frame_set(i)

    print (i, "x:", ob.matrix_world[0][3], "y:", ob.matrix_world[1][3], "z:", ob.matrix_world[2][3])

I think now you can adapt it to your needs just by settings the frame to (i-1) and then you can subtract both locations so you will have the travelled distance. With this you can calculate the speed.


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Why is my rigged model not moving as one?
I'm fairly new to blender. Does anyone know how I can just get the model to be consistent and not come apart when moving the bones? Why are the belt and shirt not staying together?

have you tried to give some corrections in Weight Paint mode?

please provide your blend file if you are not willing to or don't know which information you have to provide....


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Blender's 3D model shows distorted image
Thank you all for your support. I am from an international school and the Blender in our PC Lab is having an issue when students use Blender for their 3D modelling class. I have gotten word from their homeroom teacher that the Blender error occurs when you right click on an object and when rotating the camera. The 3D object will 'create' another flat planed image/object. (Sorry about the bad description of the error)
Blender Error Image:

That looks like some kind of OpenGL error or some other GPU compatibility issue. Check to verify GPU compatibility, and make sure all GPU drivers are up to date.

Christopher, thanks for the advice. I will check if the GPU drivers are updated or not. we have just upgraded the pc's in our labs to dell's optiplex 3080. previously on the old HP AIO desktops there were no issues with blender.

Hi all,
I have already update the GPU drivers for the pc and the same error still occurs. It only happens when you move the camera around the object.

Hi - don't know you're still having this problem but some users experiencing a similar phenomenon have had success by deleting the %appdata%\Blender Foundation\ folder. See here - https://blender.stackexchange.com/q/251952/75504


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Complete noob wants to rig a 2 piece armature
I'm completely new to Blender and I'd like to learn the very basics of rigging.
My final goal is to rig a 6 axis industrial robot and then export it to UE4, the problem is that I have knowledge in 3d modeling on industrial cads, and medium knowledge of programming and C++, but basically 0 knowledge of both UE4 and Blender....
I want to start with a very simple task (not simple at all at the moment for me):
Import only 2 parts of the robot in blender through .stl format, and learn how to rig them properly.
These 2 parts have to rotate on a single axis like in picture.

Could you at least provide me with a list of things I have to learn in order to reach this goal? I am totally lost right now :D
Sadly I can only import the 2 parts at the moment, but, they seem to be already in the correct spot when I import them, so I wonder if that might help somehow in the process.

maybe follow this kind of tutorial: https://www.youtube.com/watch?v=jsFFlHbUJT0

https://blender.stackexchange.com/questions/31320/advanced-rigging-for-robot-arms-legs-ik

Here is a mini-series about rigging for beginners https://www.youtube.com/watch?v=cxlPWv9giR4&list=PLL3OEv6vd5VCrqZiupP2m68qSWHYAjoiW

For the mesh you're demonstrating, you need to learn how to 1) import .stl 2) delete parts of your mesh 3) create an armature 4) separate meshes into separate objects 5) parent objects to bone.  Each of those is pretty much a single sentence to describe.


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Update Normals on Post Rigify Mesh
Novice Blender user here. I've been trying to get a custom Blender model to show up in Unity. This has been a bit of a headache. But the short of it is: The model I imported to Unity is transparent. A google search online suggests that I need to "select all of the faces of my character mesh in Blender and flip the normals" (this makes sense to me, basically turning the UV's rightside out).
However, I created my model using Rigify to make some animations. I cannot for the life of me figure out how to access and edit the characters mesh normals at this point. It seems like it would be possible but I can't figure out the method.
I've added some images to better capture my concern:
My Blender setup, post Rigify:
A new un-rigified setup:
Here is a bigger image in case it helps (includes the View Layer):
And here is the file I am using:

Here is the file:

Please edit your question and add the above link directly into it. - Links in comments can easily be missed. Your character's normals are actually correct but you would normally select your character in Object mode, go into Edit mode, select All then hit Shift-N to recalculate them. Can't help with your Unity problem I'm afraid.

I've checked your file. There are two things here, 1) editing the normals of a rigged model (=the answer to your question) and 2) the transparency problem.
1) The answer to your question and a few side notes:
The normals of your model are completely fine. You can check them easily with the Face Orientation overlay. The colors mean the following: blue=outside, red=inside. If you see a red color on the outside then it's bad and the face/normal needs to be flipped.
You can do this in Edit mode. Select the Mesh object, go to Edit mode, activate Face Selection mode (2), and select the flipped faces. Finally, choose menu Mesh > Normals > Flip or Recalculate Outside (shortcut: Shift+N)
It's important to know that Blender is very context-sensitive. If you do an action it matters

where your mouse pointer is (=active window) and
which object(s) you have selected.

Note that there is the so-called active object (=orange color in the outliner) and the selected objects (=red color in the outliner).
For example, you did 2 different things here:

 <- here you have selected the Mesh object (=orange "triangle" icon in the outliner) and going to edit the mesh.

 <- here you have selected the Armature object (orange "stick figure" icon in the outliner) and you're going to edit the bones of it. If the model is rigged, the Mesh object is a child of the Armature object. Expand the Armature object to see its children. So the answer to the questions is: If you want to flip the normals of a rigged model, select and edit the Mesh object, not the Armature object ;-)

another example: if you have your mouse pointer in the 3D view and press Ctrl+A you will get the Apply menu for objects. But if you move the mouse pointer over a modifier in the modifier stack and press the same shortcut, Blender will immediately apply the modifier under the mouse pointer.

2) Fixing the Unwanted Transparency:
It's the Alpha value of the shader. A value of 0 means fully transparent, and 1 means fully opaque. The 0.250 value makes the model 75% transparent. So, it's easy to fix:

go to the Shading workspace
select the mesh of the bear (Cube)
set the Alpha value of the Principled BSDF node to 1.0

Note that the Material Preview does not show transparency by default. You need to activate it in the Material Settings panel tab. Set Blend Mode to Alpha Hashed or Alpha Blend as shown here: Partial transparency of fabric in EEVEE

Superb answer. Thank you for your in depth explanation!


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Faces not responding to UV unwrapping
I am encountering a weird error with my model in that the UV map isn't responding to some specific faces on a UV sphere I have boolean merged to my character. I'm new at blender so this might be an obvious fix. In short some of the faces on this ball aren't matching the UV despite being selected and clearly fitting on the UV image. Images show unselected for clarity and selected to show UV unwrap.

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

"Responding" and "matching" how? Do you mean the shapes are different?

To me it looks as if the right side of the sphere does not have the material with the UV grid applied, it's just white. Could it be that those faces have a different material? The fact that they are unwrapped does not mean that they automatically get a material assigned...

Here is the model:

Again novice, how would I check that a particular face isn't assigned to a different material?

If you select one of those white faces you'll see that they are assigned to the second material, which is completely empty, just assign them to the first material:


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Geonodes question: Is there a way to set different widths on one single curve?
I'm trying to get a different radius/width for my curves.
This is what I got so far, I'm generating a mesh from my curves where I can control the subdivision and the width.
The thing is I can't get different widths working on the curve. It's always one  set value along the whole curve. The only time I could vary the width is when I use the  'random value' node (see pic). My goal here is to make the width vary with a curve node (it's visually easier for me and also I'm bad at math :p)
Thanks for your help guys

Did you try putting the Resample Curve before Set Radius ? I'm pretty sure after your Set Radius, each point has its own radius (indicated by the diamond-shape input, if it was one value for the whole curve, it would have been a circle).

The Set Curve Radius-node can only set the radius on points. To get more control of the radius through out the spline you need to resample it. Then you can use the Spline Parameter-node's Factor through a Float Curve-node to make it whatever shape you want.

I don't think that's what he's looking for since there is already a Set Curve Radius in the original nodetree in the question. And the text says "My goal here is to make the width vary with a curve node", so I guess he's rather looking for a Float Curve node.

I think you are correct. I was hasty. I've updated the answer. Thanks for the comment!


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I want a color ramp to be applied to an object along the axis of a spotlight. How would I set this up?
More detail: I want the ramp aligned with the spot light so that the beginning of the ramp is where the light first hits the object and the end of the ramp is the farthest point from the light. I tried using Texture Coordinate (set to object) and Mapping nodes for tweaking, but I can't see how to align it. Can you help me?
Cheers,

and u wanna do that in shader nodes? geonodes? animation nodes? maybe you "forgot" to tag shader-nodes?

Do you need to automate the distances marked by the arrows? ..https://imgur.com/a/kpwyfut


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making materials unique to an object
I have two different objects that have the same material applied to them. I want the material to be unique to each so that I can edit it for one object without changing the other. Why is this so difficult in Blender?

It is not difficult in Blender. You question must be lacking some crucial information, otherwise the answer from @Lutzi should work. Could you at the very least show a screenshot of Blender where we can see the 3D Viewport with the objects, the Outliner and the Material Properties tab showing the material slot?

Hello, as the others say we lack informations here, maybe share your file, only the 2 objects you are talking about, maybe the 2 objects share the same Image Texture? In that case you need to create a new image...

To duplicate current material and making it unique, click the page icon (orange) :

It will create a new material based on the current one. A copy, but not linked to the original.
You can monitor how many objects use the selected material with the number (blue).

Thanks for that, but it doesn't work. I currently have a wall object and a head object, both with the same material. Pressing the page icon as you indicated does not make the material unique to each. I can alter the color on one, but it's affecting both.

Then I don't understand and the only thing that comes to mind is that one of your object is a linked copy of the other.

How would I unlinked them?

How can a wall and a head be linked objects? But I agree, there must be some information @Zdepthcharge has left out, otherwise this should work. You can also click on the number, but clicking the copy icon should always work (even when you are in Edit Mode where clicking the number does not work). Are those not two separate objects, but just one object with two meshes? Is there a number to the left of the copy icon?


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How to extract normals from mesh to png?
How do i get a normal map like this from a simple face mesh in Blender? I need it for further use in the algorithm of face reconstruction.

It looks like normals baked in object space. Surprisingly I couldn't find a tutorial on the Internet that's not about baking from high poly to low poly, so here's mine:
Go to shading tab, add a new material if there isn't one already , ShiftA, search for Image texture, don't connect it to anything, create a new image by pressing a button on the Image Texture node you just created , keep this node selected (white border).
Now in the Properties panel, in Render settings  change Render engine to Cycles, then in Bake section change Bake type to Normal, then Influence > Space to  Object, and click the Bake button .
Once baking is finished , go to Texture Paint or UV Editor workspace and you should be able to see and save your image:

Looking at your image, it's front of a face that has a lot of blue on entire surface, so the face faces the positive Z direction. The right side gets red (+ blue = pink), so X increases to the right. The top of wrinkles get green, so Y goes up. Look at your project and even position the face accordingly, or change swizzling in Bake > Influence settings. By default, Suzanne looks at -Y, +Z is on the top, +X on the right, so only X is correct, the rest has to be changed:

I also added smooth shading, baked:

Finally, your example might be misleading, but perhaps you want to put it on your mesh as color and render the image - in such case just connect the node you've put in the material, to the surface socket of the Output node:

The bake would look better with subdiv mod, also I didn't mention setting image texture to non-color mode, because in my testing, the resulting saved image didn't care about this setting. The last setting does, however, though it cancels out if you set the view transform to Standard (which I didn't, left it at Filmic...).


text:
Fragment mesh based on texture
I'm looking for the best pipeline to obtain an effect similar to the first image I posted here. The artist (Matthew Stone) did this with Zbrush apparently.
I'm using a Human Generator mesh to work on and I got to the point where I managed to texture paint the intended brush work and experienced with the explode modifier to fragment the mesh randomly. But I need to be able to control the shape of the fragments based on the texture so I can explode defined brush trace shapes. Is there a way to do this without having to create separate objects manually? For example be able to select the exact shape based on the texture and explode only those selected parts ? Or use some geometry nodes to obtain this effect? Can anyone suggest any process that would be appropriate to experiment with? Or maybe someone can suggest a better approach that doesn't freeze blender? (I'm on Windows 11, 32 Gb Ram, I7 processor, 500 gb SD but quite full on C)
Thank you!

I think you should first explode your mesh, then paint on the fractured cells, not the other way around. I don't see how you could easily tell Blender how to fracture the cells depending on the brush strokes. In the artwork you showed there are at most 10 shapes that look like they have been exploded. I think the artist created those shapes and painted over them, not the other way round. My 2 cents

Yes, I thought about that too but what I want to obtain is also the impression that certain brushstrokes are thicker than the rest of the mesh but stay closer to the mesh. Let’s say a partial displacement that apply only on selected areas but the “ displaced” parts to have only a slight thickness and look like they are partly separated. Kind of like they just start to peel from one end but still attached on another…I’m pretty certain there must be a way. It’s just deeply buried in Blender’s intricacies.


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Reattach armature to parts of mesh
I created a body with Human Generator and a head with Face Builder and then replaced the HG head with the one from Face Builder. Now, obviously the armature in the head area is not working anymore but when I try parenting with automatic weights I get an error stating that it fails to find solution for some bones. Is there a way to use the existing armature in this case and have the new head work as if it was part of the HG generated mesh? The end purpose is to be able to pose the body and face expression but no animation. This will be part of a more complex interior setup with three characters, furniture, clothes etc. It all remains in Blender so I won't need to export anywhere.
I attached the file for reference.
I would be grateful for any idea or even a completely different workflow than the one I started with. I'm in the process of learning but I also need this for a client and I am looking to establish a good workflow for this kind of combination for use in future similar projects.

blend file

you have a lot of bones for the eyes, eyelids, mouth, etc, do you plan to use them?

If you don't plan to use all the head bones like eyes, eyelids, mouth, etc, remove them in Edit mode:

Also join the teeth and eye objects to the head object. Then select the armature in Object mode, shift select the character object, switch it to Weight Paint mode, left Ctrl left click on the head bone, deactivate the Front Faces Only option and activate the Projected option, and paint the head. Do the same for the neck bone:

In the modifier stack, put the Armature at the top so that the particle systems follow when you animate the head:

Thank you @moonboots, It would be simpler indeed not to use the face bones. I would  need though to pose it with different facial expressions at a certain point. But your answer is very useful already! Extrapolating from your solution, is it possible to paint areas of the face for at least a few of the face bones to be able to give him a bit of smile ? I will edit the eye area as well to have the eyes (different objects) posable.   Also, after I do the last step of your solution I suppose I need to do the automatic weights...?

You don't need to parent With Automatic Weights. For the small facial bones, you'll need to paint the influence for each one, but for the eye balls for example, select the vertex group to which they are supposed to be part of in the Vertex Group list and click on the Assign button under this list

Thank you! I’ll get to work.


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How to straighten a 3D edge not along an axis?
I'm a new user but I've previous experience with Solidworks where I can put in specific angles and measurements to create the shapes I need. I'm trying to unlearn a lot of this so I can get good with Blender and one issue I am having is creating straight lines on 3D objects.

For example in this image I would like the vertices to be as straight as possible but many of the solutions I find online give methods that involve snapping the vertices along the X, Y or Z axis which does not work for the angle I am working with.
Is there a way to select the very top and bottom vertex and then have every other other point between form a dead straight line?
Thank you.

Select end faces.

Change Transform Orientation to Normal.

Press S then Z to scale on Z axis. But because the Transform Orientation is set to normal, it will scale in the axis of the average of the face normals. Enter 0 as you scale to scale to 0, making it completely flat.

Thanks very much for answering, it's much appreciated!

No problem, but I'd recommend moonboots' solution. Custom transform orientations are more flexible.

@ Benus, I never think about Normals, it's simpler than custom no? In what way custom may be more flexible?

If you wanted to modify other parts of the mesh like the edges connected to the flat face for example. https://i.sstatic.net/tuzOS.gif . I only just learned about custom orientations from your post, and it might just be me, but i'll probably be using custom orientations more than scaling on normals now.

sure you're right, I was thinking about the current question  ;)

You can select all these faces and in the Transform Orientations panel, click on the "+" in order to create a custom orientation, then flatten on the Z axis of this new orientation:

Also, you can activate the Edge Flow addon and then CtrlE > Set Linear and it will straighten the faces:

Thank you for this, very helpful!


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I need to hold ctrl key, when grabbing object
Anytime I want to grab and move anything, I have to have the CTRL key pressed down. If I don't hold it continuously, the position of grabbed item will reset. It doesn't happen when I'm rotating or scaling, then the CTRL key serves as an increment button.

You may have Snapping To Increment toggled on. Click the magnet icon or press Shift+Tab.


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Why isn't my principled volume registering texture inputs - Eevee
So I have been wanting to add animated ground fog to my scene in eevee in Blender 3.0, however I have come across this issue where any texture I add to my Principled volume's density input or emission strength input doesn't register the texture. When I go to render the scene is completely missing the volume all together as well. This was also an issue for me in 2.9 as well as 2.8. I have yet to find a good article or video explaining the problem or any kind of solution.
This is without the texture plugged in

And here is what happens when I plug in any kind of texture

I am running Blender 3.0 on a 2019 MacBook Pro with a 2.6 GHz 6-Core Intel Core i7 CPU and a AMD Radeon Pro 5300M 4 GB GPU. I have a feeling this might be a Mac issue more than anything else, but if anyone has a solution I would highly appreciate it !

Reading up on it, unfortunately, your exact problem has been a bug since Feb 2019. There have been hacky solutions however. Try replacing the Texture Coordinate node with a Geometry node. Sorry I cannot confirm since I do not own a macOS device.

Thank you for the input ! I had a feeling that was the case, I'll try that geometry node trick and come back to see if we have any success !


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How do I add a loop cut to sphere around its pole?
I am trying to model human eye. I am following this tutorial. My current design looks like this:

At this point, I need to create the pupil of the eye. But even the closest loop to the center of the eye is too large. I want to add one or two smaller loops in order to keep the pupil small.
The problem is, I can add loop cuts anywhere on the sphere, but I can't add a loop cut around the pole.
Adding loop cuts away from the pole is possible:

But adding loop cut around the pole is not possible. I just tries to add new vertexes on the single edges:

I tried adding single vertexes one by one by using Ctrl+R, then selecting every adjacent two vertexes one by one and connecting them with edges by using the F shortcut key. But this method didn't create separate faces on the sphere.
What is the proper way of doing this?

You can inset, select all these vertices and press i:

You could also slightly bevel the edge loop and scale or slide the inner one:

You also have Offset Edge Slide ShiftCtrlR:

As Jakemoyo suggests, you can also create a bevel on the central vertex: Select it and press CtrlB then V to switch to vertex bevel:

Thanks, it worked. I swear I tried insetting, but I didn't select the pole vertex, so it didn't work when I first tried. The pole vertex must be selected for this method to work.

you could also slightly bevel the edge loop and scale the inner one

I would recommend using Ctrl+Shift+B (or Ctrl+B, V) to bevel the top vertex to create the edge loop. Rather than slightly beveling the final loop, that can cause distortion and loss of the "perfect" state of the sphere.

@Jakemoyo, yes but it creates a ngon so I guess it depends on what he wants

@moonboots Well, everything is triangles under the hood, and turns to quads when you add a subdiv modifier. "If it looks good, it is good" is my motto.

@Jakemoyo, sure, I've edited my answer, I also forgot the Offset Edge Slide

In blender there's always 9 ways to do everything, that's why we love it.


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How keep the individual parts of a model? (converting STEP file for Blender with FreeCAD)
For context: Import STEP file to Blender
I just tried the FreeCAD way and it seems to work pretty well. Just one problem:
The imported STEP model is merged into one object. Is there a way to keep the individual parts of the model? Thanks in advance!

No, the model will always be one object I'm afraid (as far as I know). In the question you linked here there is one answer suggesting to use CAD Assistant from Open Cascade. As I said in the comments there, when I use CAD Assistant to export as OBJ, the advantage is the resulting model is colored instead of a single default color. This way you can select mesh parts by material in Blender and separate them to get different objects. In Edit Mode press A to select all, then P > Separate > By Material.

This works like a charm - thank you very much!


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Updating frame counter in BGE/UPBGE so that Geometry Nodes modifiers can do cyclic animation in the game engine
Is it possible to get the frame property increment similar to the way the timeline does so that animations in Geometry nodes will work in BGE?
The increment could be either infinite or cyclic through a range of frame numbers.

So, after digging inside the python time,bpy and bge I found a way to simulate the timing advance of the #frame variable.
Using the following python script inside the BGE Logic Block:
import bge # the module to interact with the Blender Game Engine
import bpy
import time
controller = bge.logic.getCurrentController()
owner = controller.owner
frame = time.monotonic()
bpy.data.scenes['Scene'].frame_set(int((frame*20)%500))

I used the python monotonic time counter multiplied by 20 to get somewhere close to the way that the timeline advances. I also used mod 500 which is my desired frame range.

Beware, this will only work inside Blender and not in the BGE Standalone Player.
I hope someone can come-up with a better solution that works in the player.


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Generation has thrown an Exception: float division by zero (rigtify)
So I am trying to follow this tutorial from bran scuplts and when I try to generate the rig. It kept tell me this error.
Here the link to my file: https://drive.google.com/file/d/149thMAvbUwJR42KUpyiiPDl5e79EttL2/view?usp=sharing
Any help would be much appreciated

It sounds as if there is a bug in Rigify in which case you will have to report it to the developers via Blender's Help > Report a Bug menu as there are no Blender developers here. (I can confirm that I get the same error here using Blender 4.02.)

Hello and welcome. While files, images, and external videos or links may be helpful additions they should not be the only way to obtain information about your issue. Don't make understanding your question rely on downloading a file, watching a video or visiting an external site. Use the builtin tools to upload images or gifs, along with thoroughly explaining the problem in written form so it can be indexed and searched for thus helping future visitors with similar issues.


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Linking Freestyle to Camera DOF
I was wondering if it is possible to use Freestyle in conjunction with the camera’s DOF? I would like to set up a wide angle camera with focus on a far away subject, and have the freestyle lines overlay the areas of the image that have been blurred by DOF. Almost like a linear gradient of freestyle, being strongest closer to the camera and fading out towards the subject.


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Help with a "hose" deformation
I'm stuck trying to bend a hose that should be attached in a sprayer bar of a tractor but I cannot find a way to bend it properly. It might be a simple thing to do but I still didn't figured out how to do it.
I tried to do it with hooks already but it doens't seem to work as intended and now I'm trying to do it with deformation vertex groups using drivers to "parent" the move of the bar and this deformation.
The thing is: it starts and end properly, but the middle animation just shrinks the very end of this hose and causes it to go out of trails.
Does someone have any idea what can be causing this bending/shrinking effect and why I can’t have it straight on the bar? I’ve tried to parent the hose to the bar but it doesn’t fix the issue.
https://www.youtube.com/watch?v=Sdq7ds99GTU
Thanks in advance!

You have better chances of getting a answers if all of the information is visible in this page, instead of asking users to visit links just to understand your question. Please use the [edit] link at the bottom of your question (https://i.sstatic.net/vHwEx.png) and use the tools on the site to upload images directly. See: How to upload an image to a post?.

Hello and welcome. While files, images, and external videos or links may be helpful additions they should not be the only way to obtain information about your issue. Don't make understanding your question rely on downloading a file, watching a video or visiting an external site. Use the builtin tools to upload images or gifs, along with thoroughly explaining the problem in written form so it can be indexed and searched for thus helping future visitors with similar issues.


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I need to make this capsule in blender with particles inside animating out as the capsule opens. How can I make the capsule look similar to image?

Need to make the capsule look like the reference

Which part do you have trouble with? Modelling the shape? Setting up the lighting? Defining a similar material? Doing the animation? How far did you get? Can you show what you have? Can you explain in which way the result is different from what you want? Try to avoid the impression that you are looking for somebody to do the work for you for free please.

I am not trying to find someone who can do it for free. I am just asking for guidance on how to do it. How should I set up the lighting and material so that the capsule matches the reference image.

You say that you want to know how to do the material but looks like you want advice for the animation as well? It could be done with particles, also fluids

Alright.....but what about lighting thr capsule. How to light it up so that the smaller details of the capsule like partition line is visible?

What kind of lighting do you have which hides the details? What do you have? Can you show it? Showing your own efforts would nicely avoid the impression that you want others to do all the work.

https://drive.google.com/drive/folders/1efmQqCIVY0enVkl31gfEK-HGAWRH__lH?usp=sharing

this is the render image of my progress and it also has my blender file. U can open it and maybe give me some feedback. I have reduced the particles and uploaded it so that its not too heavy. Thanks

@AnoushkaSrivastava Hi. Please don't post essential information like links, file downloads or additional details in the comments section where it can be easily missed. Instead edit them into your original post with the [Edit] button above. Comments are transitory by nature, are hard to index or search for, and may be erased at any moment.

So you don't want to know about animation, only material?

Yes only the lighting part.

Yes, how do I match the color of the particles to the reference

Here is a try:

Create 2 pill shapes, one for the pill itself, the other one for the powder:

For the pill, give it a material that is a mix between Glossy and (colored) Transparent, with a (Input) Layer Weight, if you use Eevee don't forget to choose Blend Mode > Alpha Blend, also plug a Noise Texture into a Bump node to create a bit of bumps:

For the powder a Noise Texture node plugged into a ColorRamp:


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Erroneous .whl file naming when installing bpy
I am running the latest release of blender (4.1.0a0) alpha and the naming of the .whl file that the make_bpy_whl.py script does is erroneous and pip won't let me install. It produces a file named bpy-4.1.0a0-cp311-cp311m-win_amd64.whl. The 'm' suffix was used in Python to indicate it was compiled with pymalloc, a specialized allocator for Python objects. However, starting from Python 3.8, the m and d (debug) ABI flags have been removed from the filename for simplicity. The presence of this tag in a wheel meant for Python 3.11 is unusual, as Python packaging has evolved to simplify these tags.
I am running the latest version of pip 24.0 and the tags it recognizes (found using pip debug --verbose) are
cp311-cp311-win_amd64
cp311-abi3-win_amd64
cp311-none-win_amd64

none of which align with the naming convention of the .whl file blender created. I can't find anything out there so might next best hunch is to just rename the file.
Any thoughts would be appreciated.

Sorry but we can't help with unreleased versions of Blender and in any case there are no Blender developers here. Suggest you ask on the Blender Developer Forum.

I realized that somehow my PATH was set to my Python 3.7 install first before my Python 3.11. I rebuilt the wheel using the correct path and it removed the suffix m from the file name. This makes sense since that was an artifact from Python 3.7. Now pip can recognize this and I have installed my bpy 4.1.0a0 module successfully.


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Exporting FBX with textures
Blender 4.0
I am a noob when it comes to Blender. I've used other 3D apps for decades. I'm having problems exporting FBX files that include texture data. I have a Google 3D Tile mesh generated using BLOSM. Love this addon. The materials are set to Principled BSDF. I have tried using the default FBX exporter, making sure Path Mode is set to Copy with Embed Textures enabled. I have also purchased and used Better FBX Exporter. No matter what I do, I do not get an FBX with textures. I can export a default cube with textures. But the Google 3D Tiles mesh refuses to play nice. The mesh has a gazillion materials, each with their own texture. When I import the FBX back into Blender all of the materials have the same texture. I'm really hoping there is a checkbox somewhere that I'm missing. Any help would be greatly appreciated.
Mesh

FBX export settings

FBX imported back into Blender.

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

I'm having the same issue. The Github page does state: "Important notice: materials with textures aren't exported to external formats at the moment since they are designed for Cycles rendering engine!" This YouTuber gets around the issue by baking the textures using the "Simplygon" addon for Blender: https://www.youtube.com/watch?v=ttrLsQoC5vk However that add-on is expensive to purchase a license if just using for this function... Let me know if you find any solutions and I'll also do the same.


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Large double circles around objects - how to turn it off
I hit some shortcut (probably in sculpting mode) and double circles appeared around the objects. Do you know how to turn it off?

please show us your blend file


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Baking lights onto base color for LOTS of objects in a scene
I have a scene that I'm going to be building that will have several trees, rocks, and palms. I'm building the scene for AR and want to optimize the scene by baking the lights onto the diffuse so I don't have to use any real-time lights when it's loaded. My only problem is that the trees have several hundred leaves each, baking a light for each leaf and switching the image node to the baked diffuse would be unrealistically time-consuming. Is there any way that I can bake lights quickly and without having to manually switch out the diffuse after bake?
I'm thinking of maybe creating a separate UV map that includes all the leaves on one UV island, but, I don't know how to approach this potential solution. Select all "leaf" meshes, Unwrap, and pack?


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Unwanted line revealed during Cycles Render
While rendering in Cycles, an unwanted line revealed on the green wall. It didn't show up in Eevee. In wireframe mode, it doesn't seem to be any problems either.

How should I resolve this?
Appreciate all the help. Thank you.

can you provide blend file?

@ChristopherBennett Thanks for pointing that out. I got the problem solved.

Solution: I used the knife tool to section the n-gons into quads. I looked back to Josh Gambrell's Youtube channel. He have a video about booleans and fixing up bad topology.

It's likely due to the fact that you used a boolean to make the wall. Booleans are notorious for ugly topology - for example, blender works best with quads (faces with four vertices only) and any more vertices (n-gons), or any less (tris), will often cause shading errors. That being said, take a look any of the (single) faces that makes up the door in your image - how many vertices can you count on those faces?
The solution in many cases, is to use a simpler object for your Boolean, which makes it easier to connect loose vertices manually. If you need things to be round, you can "round things out" using a Subdivision Surface Modifier and/or Smooth Shading if necessary.
In the image below, the "wall" on the left is made using a cylinder with 8 faces as the cutout object, and the wall on the right uses the default 32 face cylinder as the cutter.

Since the 8 sided cylinder leaves a much more workable number of new (extra) vertices, it is a trivial matter to connect them to the rest of the mesh in a manner that leaves only quads. Because of this, I was able to apply a Subdivision Surface modifier and Smooth Shading without incident.
While the wall on the right is technically capable of being connected in such a way that it leaves only quads, the sheer number make it a time consuming effort, and will leave your mesh much more subdivided than it originally was. Because of this, I left it in it's fresh post-boolean state (without making quads) to demonstrate why it's necessary. The topology is so bad that I cannot use a Subdivision Surface Modifier without serious mesh-breaking errors, and so I did not use one. I did Shade Smooth, but you can see the shading errors that are a result of the n-gon faces.
The TLDR is that Booleans leave "poor" topology that often must be connected to the rest of the mesh manually to convert it back to a quad-only state and avoid shading errors. To make the manual connection process easier, use a "cutter" object with as few faces as possible, and do the rest with other modifiers if necessary.


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360 Camera lags in middle of animation
I'm want to create a 360 camera animation that features the entire kitchen at a linear interpolation. However, there is a lag around frame 8050 and then speeds up at around frame 8070.
The graph editor shows a linear graph, so thats not the problem. I've increased the resolution preview to 60 on the circular path that the camera follows in order to decrease the choppiness of the camera view. I do noticed that the frame rate is dropping significantly more during the problematic frames. Will this problem be magically fixed after render or is there something I am doing wrong?
Link to dropbox video, showing the problem: https://www.dropbox.com/s/l4tmis86vopu380/Camera%20Lag.mov?dl=0

pls provide blend file, because the video just shows the result. But without blend file we cannot find the cause - we can just guess.

The playback FPS is lower, most likely because there are more objects to draw in the middle of the animation so it takes more time per frame. But if you render the animation there shouldn't be any hiccup

Thank you for the reassurance @Gorgious. Is there a way to improve fps or bake in the keyframes for preview before the actual render?

You can try to enable "Simplify" in the scene settings and disable subdivision levels there if you have any subdivided objets

Thank you @Gorgious. There is still lag when I turn the subdivision down to 0 in the scene settings. However, like you said, it may just that there are more objects.


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Is there a way to move specific keyframes from the layout timeline directly into the video editor?
Currently, I only know that I should export out the frames as an image sequence to my computer and then import the image sequence back into Blender's video editor. It's fine for simpler animations but now I have multiple cameras and would want them to be rendered in cycles.
Is there a way to move specific keyframes from the timeline in the Layout section directly into the Video Editor without having to export them out first?
Thank you.

There are two things you can do (if I understood your Q) ... You can add a Scene strip into VSE timeline and specify camera object to be seen through under strip properties, so you can combine views ... Or directly in default timeline add markers to to let blender switch active camera object. ... Both explained here https://blender.stackexchange.com/questions/3502/how-can-i-make-a-camera-the-active-one

Thats awesome! Thanks for sharing this post.


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How can I scale a texture in relation to a plane's dimensions?
Might be a basic question, but I can't seem to figure out how to scale a texture based on the dimensions of a plane mesh.
My goal is to make a checkerboard plane as the ground, where every square is exactly 1 meter, regardless of how big I make the mesh. Essentially, I'm looking to figure out what I can attach to the "scale" input of the Checker Texture node to do that:

My initial thoughts were to try and get coordinate vectors for 2 of the corners, subtract those, take their magnitude and make that the scale, but I can't find a way to get those vectors.

Maybe just connect "Texture Coordinate: Generated" to "Checker Texture: Vector" ?

Do you want to scale the plane in Object Mode or Edit Mode? If in Edit Mode, use the Texture Coordinate > Object output to plug in the Vector input. Then the Scale of the Checker Texture should be set to 1 or 2, I don't remember yet and cannot test it right now. But it should be easy to find out, it is something obvious like 1 or 2 (or maybe 1/2 = 0.5?). But the object scale has to applied, i.e. be (1, 1, 1) in Object Mode.


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how to use geometric nodes to deform geometry instances with curves?
I followed this tutorial, but ran into a problem creating instances.
What I want to do:
I want the geometry nodes to create instances of the object I place as a reference and deform it along curves.

What is the problem:
When creating a new curve, a new instance is not created.

I know that using the curve index, you can choose which specific curve to deform the object with.
And I tried adding a few nodes at the beginning of the path so that they would create instances and convert them into real geometry.
Before

After

but from the results it becomes clear that without influencing the “index” parameter of the sample curve node, all created instances will simply be deformed along one curve, and I need each created instance to be deformed by the corresponding curve.
And I can’t figure out what and how to connect so that each new curve creates a new instance of the object and deforms it.
Just in case, I'll give you a link to the source file if it helps in any way.

When the tutorial is doing what you want to do, could it be you just made a mistake while recreating it?

I achieved what I wanted and it even seems to work correctly.
And so, in order to indicate the index of the curve, we need to take the “Capture Atribute” node and at the same time install it in the right place, otherwise it will not work.
What changed

what does it look like now?


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Matching two head models by sculpting
Firstly, I am just a beginner, so I might not understand what you are saying. Sorry in advance. I have two human head models in Blender. One of them is taken from a game as a template, and the other one is what I am trying to implement into the game. Because of the game's limitations, I cannot directly implement my model. So, I have attempted to sculpt the template head to match mine. However, it is proving to be quite difficult for me. Is there any way to automatically sculpt the template to match my model?

Simple answer: No, but since you haven't provided any images of what you have and what you're trying to achieve it's almost impossible to give any advice. See How to upload an image to a post.


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Camera doesn't follow path
I have made a path but can't get the camera to move along it. When I change the offset, some dashed blue lines appear, but the camera stays still.
If I click on some of the other forward axis, the camera disappears "far into the air"
What am I doing wrong? Hope someone can help. I've attached som pictures.
Thanks
Mikkel

i highly recommend watching a beginner yt tutorial about follow path. Shouldn't be to hard to follow. I assume, you never hit "animate path"?

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


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the layer below the texture is visible
I have imported an obj object from Boxshot. Everything is fine except it looks like the texture is a bit transparent. You can see it on the attached image. It looks like a small reflection, but it's not. As if you can see a bit of the underlying layer. It doesn't look like that in the Boxshot file itself, but only when I import the object into Blender. Do any of you know what the problem might be?
Thanks

Hello could you please share one of the objects that have the problem? don't forget to pack the image (File > External Data > Pack Resources): https://blend-exchange.com/

Hi @moonboots. The project can be downloaded here: https://we.tl/t-zd92qJssj1
Thanks
Mikkel

@moonboots Thanks. can you recommend a tutorial thats shows how to merge it object by object?

I've given an answer, maybe there's an easier way to fix the problem, or simply ask for a clean file to the person who did it?

You have a lot of overlapping faces, it creates these artefacts. Merging by distance won't fix the problem because it will mess up your UV. Maybe there's another way but it looks like you can simply select the correct parts with L, move them (or separate them as new object, etc), and remove the bad parts:


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When importing a USD/FBX file with bpy; how do I get a list of dependent texture files
I'm trying to import USD assets that have textures, but I don't know the textures used until I open the file; for example if I import a USD file using:
bpy.ops.wm.usd_import(filepath=fileName)
I get a warning message:
WARNING: Couldn't open image file '/Users/pallen/Workspaces/testBlender/textures/Penguin_Albedo.png' for Texture Image node.
WARNING: Couldn't open image file '/Users/pallen/Workspaces/testBlender/textures/Penguin_Metalness.png' for Texture Image node.
WARNING: Couldn't open image file '/Users/pallen/Workspaces/testBlender/textures/Penguin_Roughness.png' for Texture Image node.
WARNING: Couldn't open image file '/Users/pallen/Workspaces/testBlender/textures/Penguin_Normal.png' for Texture Image node.

I need to know in advance a list of required texture files so I can fetch them from source control.  Is there a way to catch the warnings (so I can reattempt the import) or better probe the file to find the dependencies?

You might have to read into the source code of the usd importer but it's written in C/C++ AFAIK so not the friendliest endeavour. Or you can tap into the console output with https://blender.stackexchange.com/a/34218/86891


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seeying objects in viewport shading with cycles engine
In Viewport Shading in Cycles engine I can't see the colors, light or shadows of the object and I can only see the outline (edge) of the object, i can see it only in EEVEE mode, what should I do?

Hello, is there a light? It might be a graphic card bug, try a previous version of the driver? Or please share your file: https://blend-exchange.com/


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artifacts with instances overlapping with geometry created in nodes
Using Blender 4.2 and eevee. I am getting these all black images when png images with transparency overlap each other. These are instances created in nodes geometry. Eliminated shadows but didn't help.
link to image:

here is a link to the file:
Leaf problem blender file


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How to quickly deselect loose parts in edit mode? Similar to ctrl double clicking a face in maya
I already know workarounds(select linked then invert) in some cases but they're not applicable everytime. I'm looking for a similar quick function like in maya so I can deselect the faces of the unconnected faces in an object.

Hello and welcome. Have you tried hovering over the area you want to deselect and pressing L key and then ticking the Deselect checkbox like shown here https://imgur.com/a/2fV6PqK

Thanks. It was actually Shift+L that I was looking for.

Oh yeah that's the shorter shortcut. Glad you found a suitable solution :)

Hover over the region you want to deselect and press Shift+L.


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possible to change sub-shortcuts of basic tools like 'move' [bpy.ops.transform.translate]?
Hello Blender Community!
I'm an experienced 3D artist, and I am trying to switch to Blender completely now.
For this, I'm converting many tools I gathered from 3D Software like Maya/3DsMax or ZBrush into Blender Python code.
Do you know of any ability to change tool-context-sensitive sub-hotkeys like when the move tool is active and additionally pressing SHIFT enters precision mode?

If that's impossible, do any of you know how to crack open these standard-tools and modify them in code to create a new version, like my personalized move/transform tool?
Thank you very much in advance!
Kind regards,
Martin

Those would be inside its own category called Transform Modal Map which affects all transformation operations across all Blender editors.
You can find them in Edit > Preferences > Keymap > Transform Modal Map towards the end

Beware these cannot be modified by addons, though they can be changed programmatically with run-once scripts.

thank you very much! I've to say this is very cool :) I'm having a hard time with Blender coming from 7+years with Maya but I'm starting to like this more and more!


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How to color a particle system with shader nodes
In my setup I color the particles by their Z value as shown in the image. Is it possible to color them based on whether they are inside or outside a reference sphere, as in the second image, or on the front or back side of a reference plane? Do I need to create the particles themselves with a geometry node?

if animation nodes (free add-on) as solution ok for you?

I didn't know about animation nodes, but it looks very useful. Thank you.

it has a particle info node, which which you get all locations of all particles. Then you need just simple math to check whether the particle is in a sphere or not


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Using Rigify, my finger controls are missing
I am rigging a model with rigiffy and for some reason when I generate the rig, my finger controls don't show up.
I have the fingers set up with their groups and bone colections but they just don't exist for some reason

Hi. You wrote "I have the fingers set up with their groups and bone colections". What does this mean? Have you created/added the bones from scratch -or- did you use a sample or meta-rig like the Human Meta-Rig? The Rigify Type might be missing. Have you checked it? It should be limbs.super_palm for the first palm bone (=the upper one of the pointer finger) and limbs.super_finger for each finger chain (first of the 3-bones chain inside the hand).

@Blunder Thanks, that actually worked


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Wiggle bones adddon not installing in blender 4.3
I am trying to install the wiggle bones addon in my blender, but it's not showing up. It is on my appdata folder, it's also in the addons core folder from my instalation,it just does not show up in the preferences whatsoever

I suspect you downloaded it from the Github Repository here:
shteeve3d/blender-wiggle-2: Rewrite of blender-wiggle with new features and physics
But you downloaded the repository itself, instead of the release on the release page (accessible from the right-sidebar on the repository main page):
Releases · shteeve3d/blender-wiggle-2
The issue with downloading the repository itself is that:

It works only if the addon has an __init__.py file in the top-level folder of the repository, which isn't the case here
You probably download extra files that aren't meant to be shipped with the addon, like the readme, licence, github files, development files, promotion material and whatever else.
The files in the repo are not necessarily meant to be used as is, when there's a dedicated release download somewhere else. The repository is really "whatever the developer is at right now", it could literally be a non-functional WIP.

In this specific case, the developer ships an actual release consisting of a single wiggle_2.py file which can be installed from Blender's GUI or placed in the scripts/addons directory, not in a subfolder.

Hello @Lauloque, so if you put wiggle_2.py in the scripts/addons folder, how do you activate it afterwards? I can't make it work...

If it is the correct file, then in Blender you can use the top-right popover menu in the addons list to refresh the list, or even restart Blender, and then it should appear in the list.


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Rendering Animation in 3.0 Outputs a Black Silhouette of the Object and is Missing the Background

This above is a screenshot of the scene in the Viewport Shading - Rnedered Mode.

This screenshot shows how the animation is outputted when rendered. The objects have turned silhouette and the backgorund is missing.
Any ideas on how to fix this will be a life-saver - thanks in advance!
Notes:
Using Eevee at the moment

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

Can you upload the blend file to https://pasteall.org/blend/ and post link here? Thanks.

The pasteall website will not accept my blend file... is there another option for uploading it for you to access?

@BrickMan1048 https://blend-exchange.com


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How do I texture bake an object with multiple materials on it?
I was trying to make a flashlight object in blender 3.0 earlier, and when I created the materials for it I just assigned them to specific faces on the object. I want to put this object into Unity, though, and I cant figure out how to bake the object correctly with it having multiple materials. For reference this is the object I created:
However When I try to bake it using the methods I usually use it ends up giving me something wonky and unexpected and even when I try to bake just one piece of it something seems to be going wrong.
How should I correctly bake this object to get all the colors in the right spots?

https://blender.stackexchange.com/a/168511/2214 ... you would have to switch pass types and bake them individually (or I thing there was an $ addon to automate baking passes) ... around was better link to Q/A, but I can't find it.

Here quite nice summary of adding https://www.youtube.com/watch?v=JkBzStwKWao (links in video description)

There's another detailed one here which was posted on YT two days ago.


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How to keyframe a paths extrude
I already know how to keyframe a path moving but I want to keyframe a path have a extrusion, like growing.

someone help

Animating an extrusion done in Edit mode is tricky i think, but you can move the Vertices in Edit Mode to make a Path object (or any Curve or Mesh object for that matter) and make it grow that way. You can record this movement as a Shape Key and in turn animate the Shape Key with Keyframes.

Select the Path object in the 3Dviewport.
Then in the Properties window click the Object Data Properties tab (the small green curve icon)
Under Shape keys click the little Plus icon twice to add 2 shape keys. The fist will be your basis, the path that hasn't grown yet.
With the second shape key in the list selected, "Key 1", go into Edit Mode.
Now change the Path by moving its vertices and effectively make it grow. when you're happy with the shape leave Edit Mode.
Changing the Value under the shape key list will allow you to turn the basic path into the grown path. This value can be key framed and animated. Hover the mouse over the Value field and press i. Change the position of the blue marker on the Timeline, then change the Value of the Key 1 and press i again.

Admittedly not precisely what you asked, but i hope it helps : )


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How do I make a 30fps animation 60?
How do I make a animation that is 30fps to 60. I think I just x2 slow down the whole animation then I can render it and it will look like it would without breaking anything. Or is there a different method?

If you don't have simulations or per-frame imports (image sequences, mesh sequences) it is ok

Does this answer your question? Can I increase the frame rate of an animation while keeping it the same length?

I know it's off-topic, but this is just a comment. There are a few free, ai operated framerate upscaling software on the internet for example DAIN or RIFE. They worth a try,.

method 1: Time Remapping

method 2: scripting
move keypoints for all objects via python:
import bpy

def scale_kf(oj, fac):
    try:
        for fc in oj.animation_data.action.fcurves:
            for kp in fc.keyframe_points:
                kp.co[0] *= fac
    except: pass

for oj in bpy.data.objects:
    scale_kf(oj, 2)


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Make chain move along path
I have a chain made with array, curve modifiers on a path and I want to make it move along the path.

Should be able to just move it along the curve deformation axis-- X by default.  Depending on how you have everything set up, I suppose.

If you want to make sure the links are not deformed, something like https://blender.stackexchange.com/a/147098/35559, or maybe a search here on 'Tank Tracks'


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How to mirror armature that controls separate parts?
I want to mirror an armature that controls multiple parts. I did (ctrl p + bone) in pose mode to make the armature control these parts and I want to mirror it like an arm (mirror it with armature and parts so when I move the bones on one side it moves the other side too)[![enter image description here][1]][1]

[1]: https://i.sstatic.net/pPua1.png

if you want to mirror your animation, use the Copy Rotation constraint, but maybe give some details

If I understand correctly what you want, you can use the Copy Rotation constraint. Enable the Invert axis, except on X:


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Texture from 3d coat imported to blender has pixelated depth
I Painted something in 3d coat with depth and when I import it into blender by adding the cube as an obj then going into the principled BSDF in shader editer and clicking ctrl + shift + t to add all the normals and texture stuff it comes out with the depth pixelated like this:

In 3dcoat It looks like this:

Something labelled "normal" should not typically go through a bump map node.  It should go through a normal map node instead.  It's possible that what you've labelled "normal" is, in fact, a depth map-- it's also possible that it's a normal map.  The two are not the same.  We can't know without seeing the image.
If you're sure that it is a bump map, a bump distance of 1.0 is very unusual, even though it's the default.  More likely values are 0.005, 0.001, etc.  Bump maps are not typically mapped into the 0-1 meter range because it reduces their precision.  You should probably not be using a depth of 1.0 unless your plan is to render, let's say, an entire county, at Blender's recommended scale of 1u=1m.
Additionally, based just on the complaint, I would recommend checking the file format.  JPEGs are totally unsuitable for use as bump maps.  They have built-in lossy compression that works great for reducing the memory footprint of photos (what JPEGs are designed for) but which quantizes grayscale values, leading to pixellation when used as depth maps.
Actually telling you why, without just playing a guessing game, would require a lot more info, and the best way to provide that info is with a file (with packed textures, in this case.)  I understand that, here, the question is half a year old as of time of answering, and that you are probably done with the project, problem solved or no.

You are using bump texture for normal mapping, so that you have these artifacts. Instead, get Normal map texture (looks purple) and use it instead of bump. Then using ctrl + shift + t from Node Wrangler addon, do not select bump map, select normal map instead.
You can also use blender app link for 3d coat for easy transition between apps

Check if your model has tris only, since 3d coat uses a triangulation algorithm different from blender and visualizes it all internally as tris


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Hip deformation with heel IK bone
I'm trying to learn how to implement IK bones in my rig. I followed a quick YouTube tutorial. However, when I move the IK heel bone, the mesh deforms badly at the hip area. Is this because I haven't added IK bones elsewhere (the tutorial only covered the heel)?
Here's how it looks.

Can anyone offer some guidance? It would be greatly appreciated.

No, this has nothing to do with the IK constraint, and is a weight painting problem.

Ah, I see. Thank you. I think it might be because I removed the pelvis bones before doing the tutorial. I wanted to copy the rig from the tutorial, so I got rid of those bones. That'll be why the upper leg is the only thing influencing the pelvis, I assume?

… Yes, that sounds right. I’m not entirely sure, but it sounds plausible.


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Awful deformation when rigging clothes to a character model with data transfer
I'm trying rig a jacket and shirt to a character model I've created. In order to get them to share the character rig, I used the data transfer modifier. However, I'm getting some terrible deformation around the armpits as a result.
Can anyone suggest which settings within the modifier might solve the issue? Or is there perhaps something else I've overlooked?
Any help is greatly appreciated. Here's a screenshot of the issue.

Don't use Data Transfer for this. It requires the source and destination vertices to be in exactly the same location. Presumably, your shirt mesh doesn't occupy exactly the same space as your body mesh, so avoid this approach. Instead, bind the shirt object to the same armature to which the body is currently attached, yet as a separate operation, and then use a shrinkwrap modifier on the shirt to ensure that it hugs the body properly during deformation.

if you can't get the above solution to work, consider, as an alternative, simply deleting unseen geometry -- where arms and sleeves would normally collide, for example -- so that no meshes poke through any other meshes, because they aren't actually present. You may find that these mesh parts have to be joined together and cleaned up to make them all one continuous mesh afterwards. But if your character was built this way, there are a lot of deformation issues you simply wouldn't have to worry about any more.

Thanks for your response. I'll probably try the first way. What do you mean by "bind" the shirt object to the same armature? How do I do that? Parent with automatic weights?

Yes. All I mean by "bind" is to parent the mesh to the armature. Various people have been getting confused lately by my choice to use the word "bind" in this context, so maybe I should stop. I think it comes from Maya, but I haven't used that program in a long time. So it's possible that Maya doesn't use the term that way anymore either.

To be fair, when I searched around after reading your response, I saw "bind" being used a lot. I couldn't get the first method to work for me. However, it seems using data transfer and smoothing the weights mitigates the problem to a significant degree.
The game I'm making is fairly low lit, so hopefully it's good enough and will export to Unity without issue.


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Rigging clothes to a character not working as expected
I'm trying to rig clothes to a character I've made. However, it's not working as intended. I'm following this guide:
1- Select the cloth
2- Shift select the rig
3- Ctrl + P to Set parent with empty groups
4- Select the cloth Alone
5- Add the Data Transfer modifier (anywhere in the stack) then within the modifier:
6- Source object - Select your Rigged mesh (body)
7- Check Vertex Data (first in the list below Source object)
8- Select (highlight) Vertex Group(s)
9- Click Apply
10- Forget about most of your nightmares and forget about destructive solutions.
I've attached an image of what happens when I follow the above steps. Can anyone help me?

Share your file: https://blend-exchange.com

The steps you're describing are for body + clothes in the same pose, and I suspect that's not true of what you're showing.  Get them into the same pose first.  (Also, in general, be careful of transfer method, generate data layers with DT mod.)

Thanks for the response. That helped with one aspect of the rigging.


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Best way to create inventory icons from your models?
I want to create inventory icons from my 3d models for the game I'm making. What's the best way to create such images? I essentially just want flat, consistent lighting. I'm not sure if there's a quick way to do that, though. Is there a way to do it without messing around with point lights, etc?
Any help is appreciated.


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Why do I get clipping after weight transfer?
I'm trying to animate my character with clothes as separate objects. I transferred weights from the character mesh to the clothes (by name), but I'm still getting some clipping when I start posing the character.
Below is a screenshot with the character's arm rotated. As you can see, the shirt object is clipping through the jacket object. Can anyone help me figure out what the issue is?

You can use the Mask modifier to hide these faces (assign these vertices to a vertex group, select the vertex group in the Mask modifier and invert the selection).


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Backfacing outline not working in cycles
My outline is showing the whole object instead of just the outline, It works in eevee but I need it in cycles here is my node set up for the object:
render result:
viewport result:

I want it to look like it does in viewport.

The setup in EEVEE can be done with the following Geometry Nodes on the object.

For this setup to work, the shader of the outline can be as simple as connecting a color node to the material output node as long as we enable Backface Culling in the material settings.

In Cycles, the above shader setup won't work as we don't have the aforementioned material setting. We'll need to render the backfaces transparent with a shader setup similar to the one you shared.

The issue here is the outline shell that we created in Geometry Nodes will cast shadows on the original object. This can be addressed by disabling Shadow rays on the object (Object Settings > Visibility > Ray Visibility).

As you may have guessed, this will disable shadows for the whole object (it will have no shadows). There is another setup that doesn't have this issue, but it's a bit more complex. Simply put, we need the outline to be its own object. This way, we can disable Shadow rays for that outline independently from the main object. On that outline object, the Geometry Nodes will be slightly modified to read the geometry from our original object as shown in the screenshot below.

Now, we have complete freedom to customize the rendering of the outline object. We can go as far as leaving only the Camera rays visibility on.

Having to handle two objects instead of one is what makes this a bit more complex, but if you make it a child of the main object, it shouldn't be too bad.


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how to texture paint on top of a node texture?
I would like to texture paint on top of a texture made from nodes. Is there a way to do this without baking too?

There are a lot of ways to integrate hand painted textures with procedural textures without baking.  What is it that you have, and what is it that you want to do?

I don't have anything related to this right now but I run into this problem a few times, For example if you have a brick wall made with nodes and you want to paint some dirt on the corners with texture paint or draw graffiti on the wall.

Then yes, you can create a new texture, and, for example, mix/multiply your bricks with its color; or you can use your new texture as the fac to mix between two other procedural textures.  (Or procedural to mix between two hand-painted, or between one hand-painted and one proc, and so on....)

Could you show me the steps with pictures so I can understand the process better.

The problem is, there are about a million different things you could do, so that's why I suggested you show us what specific problem you're having trouble with.  If you don't have an actual problem right at this moment, maybe you could wait until you do, and then edit the question?

you can unwrap your object, create an Image Texture node in the Shader Editor, create a new image with transparent background, mix it with the existing texture with a MixRGB, and use the Alpha output of the Image Texture as factor in this MixRGB

As Nathan and moonboots mentioned: (and i can understand that for beginners a 2 sentences comment sometimes doesn't help - that happened to me often when i started learning Blender)
e.g.: you can use this node setup:

image:

result:


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How to make camera follow object without rotating
I want the camera to follow someone running without rotating while the arms/body moves if its the child of that part

Add a Copy Location Constraint on the Camera and set the object to follow as the Target. Check Offset to keep current offset and prevent camera snapping to the object tracked.


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How to make wind force stop affecting objects not in range?
Wind force affects everything in the scene when its not even near it. Is there a way to make it only affect things close to it. Other than turning wind force off in field weights, effector collection.

yes, you can influence it by the "min distance" in falloff here:


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Exporting Mesh Made with Boolean Difference leads to Triangle Glitch
This question is pretty much identical to this post, but I just made this account and cannot seem to comment on other posts yet, so I had to make a new one.
In short, I've been trying to do very simple boolean subtractions, and it looks fine in the Blender viewport, but when exporting I end up with a mesh with distorted faces.
For example, the following Arch was made with a cube primitive, cylinder primitive, and the Boolean Difference modifier applied to the cube with the cylinder selected as subtracting object:

However, when I export in either the .obj or .fbx file formats, I get the following in the Windows 3D Viewer:

For the record, I am making sure to apply the modifier, and I deleted the leftover cylinder after applying the boolean modifier.
I initially experienced this on Blender 2.93, so I downloaded the latest version to see if the issue was fixed by an update. I am now on Blender 3.0.0 and I'm still experiencing the issue. Currently on a Windows 10 Enterprise 64-bit machine. Any help/guidance would be appreciated, and please let me know if there's any other information I can provide.

did you try to add a triangulate modifier in blender before exporting yet?

I forgot to try that (mostly because the original post had tried it and it didn't work, so I'd written it off in my head), and it worked like a charm! Thank you very much!

don't worry, you're welcome

Thank you to Marten Zander for pointing this out; adding the triangulate modifier to the object after applying the Boolean Difference modifier solves the export issue completely!


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Object not showing in mirror reflection
How to solve the problem where my object (floor of the room) is not showing in mirror reflection. I am using Cycles.
Thank you for your answers.

Hi, good to see you again!  Your screenshot doesn't seem to be showing the problem, could you annotate it to be more clear?  And you'll recall it's sometimes a good idea to post your blend file, or a truncated version of it that has the problem (maybe with all models deleted except the floor and mirror).  The Blender StackExchange has its own service to share blend files:  https://blend-exchange.com/help

I took this screenshot because you can see that the floor isn’t reflecting. There is just the reflection of the HDRI image (grass). Other reflective objects are also reflecting just the HDRI image and not the floor.

Here is the link to my docment. Thank you for your help.

In the Properties Editor > Object Properties tab > Visibility > Ray Visibility the default is to have all boxes checked.  On your FLOOR object you have unchecked Diffuse, Glossy, Volume Scatter, and Shadow -- Glossy seems to be what's causing this, with it checked the floor seems to be reflecting okay:

I'd keep Diffuse checked as well, but honestly it doesn't seem to be causing a problem here.


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Texture Wrapping to UV map in viewport but not in Render
In my viewport my material has wrapped perfectly to my UV map and in the UV editor you can see the image lines up perfectly with my UV map. However, when I render my mushroom model the stem doesn't wrap properly and renders as white except for a small patch down the bottom.
Any help on how to fix this would be really appreciated! I've tried resetting normals, re-unwrapping it, deleting and recreating the material, relinking the file and changing the colour settings from default to UV but nothing as worked so far.

hello could you please pack the image and share your file? https://pasteall.org/blend/

Do you have multiple UV maps?  If you do, use UV map nodes in materials to specify which UV map you want to use for your texture lookup.


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Solidify modifier turning circle into oval
I've have a solidify modifier on a hollow cylinder which has circle holes cut in it, the problem I'm having is that the inner circles are being distorted into an oval shape and I'd like to keep it circular. Any way to fix this?

That is because the solidify modifier appears to be verging inwards from the X & Y axis but not the Z, the oval is hardly noticeable in the beginning, is there a reason you need it to be a perfect circle?

I could get away with it not being a perfect circle but it's more of a learning thing. I know why it's getting distorted I just thought there's an easy fix but it seems like I'll need to add the boolean after the solidify get a clean result.

In that case, its just basic geometry. Simply apply the modifier and scale the outside on the Z axis, until you get your circle :)


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How to pan, zoom and orbit using keyboard AND mouse button?
I am switching from Cinema4D where pan, zoom and orbit is realised by using
key 1 + left mouse button
key 2 + left mouse button
key 3 + left mouse button
I can not figure out how to set this up in blender. I am unable to combine left mouse button with a keystroke.
Can anybody help please?
Thanks in advance!
Michael

Is that "keys" are ctrl shift and alt? If it so, try Industry Standard keymap

Sorry, no ctrl shift and alt.I would like to pan by holding "1" on the keyboard (not numpad) and holding the left mouse button. For zoom I want to hold "2" on the keyboard and click the left mouse button. For orbiting holding "3" on the keyboard and clicking the left mouse button. I tried the Industry Standard settings, but they don't work for me.

I've tried to set this as you want, and the problem that Blender doesn't allow to set number as modifier. You can set keys (A-Z) or Numpad keys or functional keys (F1-F12) but not the numbers from the numbers row. I'm sure that it is a bug, i will report it

Try:

Click Edit > Preferences.

Click Keymap (left side).

Click the top drop-down.

Change "Blender" to "Industry Compatible".

Do these defaults match your preferences?
If not, from this menu you can go in and manually change them all by searching for your function in the search bar (Zoom, Orbit etc.) then changing the key binding from there.

I know where to change the keybindings but I can not figure out how to combine left mouse button with "1" on the keyboard for example...

I now have figured out how to combine a keystroke with left mouse button click: just click and type alltogether... it doesn't work before, due to the fact that Blender doesn't accept the key "1" in combination with left mouse button for some reason. Does anybody know which three keys besides each other (like 1, 2, 3 or STRG, Windows, alt) are free for use?

@lockehl, yes, that's something I also discovered. The only buttons it will access in this context are the typical modifier keys - ctrl, shift and alt. On Mac, cmd is also useable. IIRC, it's often interchangeable with ctrl (especially for common commands like ctrl-z)

I've tried to set this as you want, and the problem that Blender doesn't allow to set number as modifier. You can set keys (A-Z) or Numpad keys or functional keys (F1-F12) but not the numbers from the numbers row. So I decided to raise a bug report, and it has been fixed: https://developer.blender.org/T95078
You will be able to do it in Blender 3.1 or tomorrow build

Thank you so much, Crantisz. I am looking forward to install the new version to use it!


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Transparent Materials Show As White when Exporting blender 3.0
I'm using the "Basic Glass" Sample Material from Material Library VX and trying to export a 3D Object with glass, Material, reflections, lights, and all details to be used for a web 3D object presentation as glTF 2.0 and it looks fine in blender but when I try to export it all materials show up normally but transparent ones. (other export options gave the same result as well)
here's how it looks after render, with Cycles Engine

and this is how it looks after Exporting (Using gltf-viewer.donmccurdy.com)

here are my export options and file, i've also tried the other two formats (Embdded and Separate) and got the same result

i've searched everywhere for a solution and i couldn't find one, the only thing i found is that i need to have basic shader nodes that makes it easier translate outside blender (by baking the material into an image texture, that didn't work, image texture result looks black, or a weird transparent color
here are my shader nodes before baking

after baking with result Image + Model

my baking Options ( i've tried different bake types like diffuse and transmission as well and got the same result)

I've also made sure that my model UV is unwrapped

it took me effectively one day finishing this model and i've been stuck with this export issue for three days now! which was the whole point of my model i.e export for external usage please help!

You are using transmission shaders with an IOR option (not the Fresnel node), you need ray-tracing to support that. Unless you have an RTX GPU and your GLTF viewer supports it (very unlikely) this won't work. I'm also not sure what the bake is supposed to achieve...

@FrederikSteinmetz i'm trying to find a replacement to having those shaders yes, but not knowing how, what i understood was that baking meant to replace all those calculations and nodes and writes them on a static image texture so that it can show it on most GLTF viewers, if i was wrong, then how can i achieve that?

The GLTF exporter does not know all shader nodes. Try using a principled shader and stay away from the transmission slider, only use alpha.

@FrederikSteinmetz I tried that, didn't like the looks of it, probably because I'm not very good with it, didn't try to export with it though, it worked once on a test project (still ugly) but the other times I got a similar result i.e white color, will experiment with it more and write back after I finish rendering a 360° animation around the bottle, since my target result was to take 360° shot around the object for to be viewed on a web page I might not need to export Afterall, thanks for your help

Glass is inherently hard to make look nice without refractions. But without e.g. Cycles they need to be faked, usually with a post shader. I don't think many pure gltf viewers support this, but Uniry's WebGL does to an extend.
Is there a reason why you can't render your 360° with Cycles?

@FrederikSteinmetz yes, but I think I also need more tweaking in cycles as well if I want it to look as good as the VX Material, for now i managed to get the 360° shot i wanted with cycles yes so everything is working alright thanks!

@MTKing sorry for pulling this up, but how did you manage to export the 360 deg transparency for Webgl usage? Im getting weird artifacts like in EEVEE mode

@Mr.Coder i didn't export it in the end, i just did like 60 different images rendering my object from all sides and animating the images together with keyframes and image sequencer, this way is better for web usage anyway since you can use arrows for example (or swiping) that switches from one image to the other without having to use a GLTF viewer on your website, the animation part was extra, i just wanted it to be fancy :)

@MTKing thanks a lot