text:
bpy.Mesh.from_pydata create bad faces
I am new to blender scripting so this might be a stupid question. I used scipy to create a spherical voronoi and I want to turn it into a mesh with bpy.Mesh.from_pydata. All the vertices are created fine but the faces are not. Some of the faces are constructed wrongly.
Here's the code
sv = scipy.spatial.SphericalVoronoi(points, 2., np.array([0.,0.,0.]))
mesh = D.meshes.new(name)
mesh.from_pydata(sv.vertices, [], sv.regions)
mesh.update(calc_edges = True)
mesh.validate()

I've checked the scipy part and the output is correct. sv.vertices is a 2D ndarray which looks like this
[[-0.60706175  1.86834282  0.37519477]
 [-1.06915196  1.55572908  0.66077311]
 [-1.58931115  1.15469585 -0.37519004]
 [-1.60521815  1.1662529   0.25125459]
 [ 0.60706175 -1.86834282 -0.37519477]
 [ 1.58931115 -1.15469585  0.37519004]
 [-0.53606837 -0.38947298 -1.88704571]
 [-0.9822388  -0.71364211 -1.58931491]
 [ 0.2047619  -0.63017962 -1.88704696]
 [ 0.37518856 -1.15469072 -1.58931522]
 [ 0.0494932  -1.88704276 -0.6607723 ]
 [-0.8178923  -1.25685037 -1.32339689]
 [-0.07706077 -1.49755803 -1.32339774]
 [-1.96449158  0.          0.37519706]
 [-1.80997808 -0.53606293  0.66076917]
 [-1.80997808  0.53606293  0.66076917]
 [ 1.60521815  1.1662529  -0.25125459]
 [ 0.60706175  1.86834282 -0.37519477]
 [ 1.06915196  1.55572908 -0.66077311]
 [-0.53606837  0.38947298 -1.88704571]
 [-0.9822388   0.71364211 -1.58931491]
 [-0.94259937  1.16624453  1.32339719]
 [-1.40044799  0.53606344  1.32339768]
 [-1.44808435  0.38947221 -1.32339076]
 [-1.44808435 -0.38947221 -1.32339076]
 [-1.7793946  -0.63018927 -0.66076951]
 [-1.7793946   0.63018927 -0.66076951]
 [-1.98415475  0.         -0.25125667]
 [ 1.60521815 -1.1662529  -0.25125459]
 [ 1.06915196 -1.55572908 -0.66077311]
 [ 0.94259937 -1.16624453 -1.32339719]
 [ 0.61313785 -1.88704312  0.25125732]
 [ 1.14920374 -1.49756702  0.66077514]
 [ 0.81789222 -1.2568503   1.323397  ]
 [ 0.66260911  0.         -1.88704774]
 [ 0.94259937  1.16624453 -1.32339719]
 [ 0.2047619   0.63017962 -1.88704696]
 [ 0.37518856  1.15469072 -1.58931522]
 [-0.61313785 -1.88704312 -0.25125732]
 [-1.60521815 -1.1662529   0.25125459]
 [-1.58931115 -1.15469585 -0.37519004]
 [-1.14920374 -1.49756702 -0.66077514]
 [-0.20476176 -0.63017979  1.88704691]
 [-0.66260911  0.          1.88704774]
 [-1.40044799 -0.53606344  1.32339768]
 [-1.21412103  0.          1.58931121]
 [ 1.58931115  1.15469585  0.37519004]
 [-0.8178923   1.25685037 -1.32339689]
 [-0.07706077  1.49755803 -1.32339774]
 [ 0.0494932   1.88704276 -0.6607723 ]
 [-0.61313785  1.88704312 -0.25125732]
 [-1.14920374  1.49756702 -0.66077514]
 [ 1.40044799 -0.53606344 -1.32339768]
 [ 1.21412103  0.         -1.58931121]
 [ 1.40044799  0.53606344 -1.32339768]
 [ 1.80997808  0.53606293 -0.66076917]
 [ 1.96449158  0.         -0.37519706]
 [ 1.80997808 -0.53606293 -0.66076917]
 [ 0.0770608  -1.49755793  1.32339785]
 [-0.37518839 -1.1546907   1.58931528]
 [-0.94259937 -1.16624453  1.32339719]
 [-1.06915196 -1.55572908  0.66077311]
 [-0.0494932  -1.88704276  0.6607723 ]
 [-0.60706175 -1.86834282  0.37519477]
 [ 0.53606836 -0.38947319  1.88704567]
 [ 0.98223865 -0.71364219  1.58931496]
 [-0.20476176  0.63017979  1.88704691]
 [-0.37518839  1.1546907   1.58931528]
 [ 0.53606836  0.38947319  1.88704567]
 [ 0.98223865  0.71364219  1.58931496]
 [ 1.98415475  0.          0.25125667]
 [ 1.7793946  -0.63018927  0.66076951]
 [ 1.7793946   0.63018927  0.66076951]
 [ 1.44808435 -0.38947221  1.32339076]
 [ 1.44808435  0.38947221  1.32339076]
 [ 0.0770608   1.49755793  1.32339785]
 [ 0.81789222  1.2568503   1.323397  ]
 [-0.0494932   1.88704276  0.6607723 ]
 [ 0.61313785  1.88704312  0.25125732]
 [ 1.14920374  1.49756702  0.66077514]]

and sv.regions is a list of list that looks like this:
[[6, 8, 19, 34, 36], [28, 29, 30, 52, 57], [10, 11, 12, 38, 41], [23, 24, 25, 26, 27], [47, 48, 49, 50, 51], [16, 18, 35, 54, 55], [31, 32, 33, 58, 62], [14, 39, 44, 60, 61], [1, 3, 15, 21, 22], [75, 76, 77, 78, 79], [70, 71, 72, 73, 74], [42, 43, 64, 66, 68], [6, 7, 8, 9, 11, 12], [8, 9, 30, 34, 52, 53], [4, 9, 10, 12, 29, 30], [52, 53, 54, 55, 56, 57], [34, 35, 36, 37, 53, 54], [6, 7, 19, 20, 23, 24], [7, 11, 24, 25, 40, 41], [19, 20, 36, 37, 47, 48], [2, 20, 23, 26, 47, 51], [17, 18, 35, 37, 48, 49], [5, 28, 56, 57, 70, 71], [16, 46, 55, 56, 70, 72], [4, 10, 31, 38, 62, 63], [4, 5, 28, 29, 31, 32], [13, 14, 25, 27, 39, 40], [38, 39, 40, 41, 61, 63], [0, 1, 2, 3, 50, 51], [2, 3, 13, 15, 26, 27], [16, 17, 18, 46, 78, 79], [0, 17, 49, 50, 77, 78], [5, 32, 33, 65, 71, 73], [58, 59, 60, 61, 62, 63], [13, 14, 15, 22, 44, 45], [0, 1, 21, 67, 75, 77], [46, 69, 72, 74, 76, 79], [33, 42, 58, 59, 64, 65], [64, 65, 68, 69, 73, 74], [42, 43, 44, 45, 59, 60], [21, 22, 43, 45, 66, 67], [66, 67, 68, 69, 75, 76]]

I am confused as some of the face are constructed correctly but the other's not, and they should be the same. Also the falling cases (i.e. which faces are wrong) seems to be random.

I'm not totally sure, but I think the omission of the edges parameter and then calc_edges=True is what's messing this up. Are you not able to somehow get the edge data from your data source?

Turns out that bpy and bmesh need the vertices indices of a face to be sorted in the spatial order (CCW or CW) to construct the faces correctly, so the below fixes the problem:
sv = scipy.spatial.SphericalVoronoi(points, 2., np.array([0.,0.,0.]))
sv.sort_vertices_of_regions()
mesh = D.meshes.new(name)
mesh.from_pydata(sv.vertices, [], sv.regions)
mesh.update(calc_edges = True)
mesh.validate()

Note CW or CCW will produce inverted normals compared to each other. You can use the overlay in the 3D viewport to see if you have the right one


text:
Object flags per render Layer and multi renderLayer workflows
I have been building my own pipeline on top of Blender for a few months to make my own short film and am at a point where I think I need to take a real deep dive into blender dev. I come from a vfx background in the lighting and rendering department where my main package is Foundrys Katana. I am also a TD who writes tools for both Katana and RV as well as a few standalone wrappers and UIs.
Before I get into please don't take this as me hating on Blender. I plan to develop some sort of tooling or workflow to accomplish what I need but wanted to post here to get some ideas before I get underway.
I have ran into two problems.
The first is a lack of what seems to be a per object attribute setting type of system. In Katana our scene is made up of nodes that can be turned off and on based on Graph state Variables (Do we have anything like this Blender?). These are basically values that control the active input of a switch node. Common variables we use at my studio are "Shot", "Resolution" and "Quality". This means I can describe to the scene some sort of logic like this,
If my renderLayer variable is == "char_boy_beauty" then switch to input port 3
In input port 3 I will have a node connected that uses a cel statement to traverse the hierarchy of the scene (cel statements look like this "/root/world/geo/chr/boy/geo/head//*" to gather all objects under this part of the outliner), gather any items that have been described and apply some attributes to it. These attributes might be mesh ray flags for example. So on a specifc renderLayer I can say I want this mesh to be invisible to the camera. Blender has these flags but it doesn't seem like the selections hold between view Layers. This is something so incredibly usefull to people who create templates and manage large scenes. At my company I am working on a small show with one character at the moment. This character has been split into 6 or 7 different passes each with different groups of nodes that define what the final pass should contain.
https://learn.foundry.com/katana/dev-guide/CEL.html

The second issue I am having is with the current Render Layer system. I need to create a seperate view layer and then can only turn off the indirect contribution of an entire collection? This creates dramatic issues when trying to render different passes as I simply need per mesh control. How are other artists doing this? How are studios creating defocus control for comp or outputing auxilery outputs for a character? As an example, in Katana our asset team can create a bunch of different shading variants within one shading network and pass lighting an attribute that we can turn to a particular value to give us a rugged, clean, dirty or wet version of an asset.
When creating render outputs in katana I can create as many renderLayer Nodes as I want and name them anything (Pipeline will usually handle versioning and legal pathing) and control what is in each pass based on which renderLayer I am currently evaluating the scene from.
The Idea
I want to create a tab/window/panel like the shading or geometry nodes tab that is similar to katana. It would be a node based renderLayer workflow for blender. You could evaluate the scene from each node. I would make basic nodes like "delete", AttributeSet and Render Layer output Nodes. Essentitally something like below but with an extra ui option for creating and managing Graph State Variables. Where should I start with this? I can pick things up reasonably quickly but just need someone to point me in the right direction.
Any help with this would be greatly appreciated, Thanks!

I was thinking more on this overnight and decided I probably don't need the switches at the moment just being able to have a node like stream per renderLayer would be very effective.

source: Stack Exchange

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

sort: votes


text:
Unable to reproduce armature bone rotations from .bvh import
I am trying to format the bone rotations of an armature in the way they are formatted inside of a .bvh mocap file. I thought I would be able to obtain the 3D Euler rotations as they seem to be written in a .bvh line by simply doing something like:
>>> test = bpy.data.objects['sample']
>>> for bone in test.pose.bones:
...     bones_degrees = [math.degrees(rot) for rot in list(bone.rotation_euler)]

where ‘sample’ is an armature obtained by importing a single-frame .bvh file. However, this yields very different numbers than are written in the .bvh file.
To get an idea of some rotation or axis flip that I was missing I wrote a simple script to convert the rotations I found with the above method back into a new .bvh file and then import this into the scene, but this yielded wrong armatures, not just rotated or flipped ones.
Additionally, I tried looking through the Blender source code for the way in which armatures are able to be exported as .bvh files, but I didn't find a solution there either.
Ultimately, I want to obtain rotations I could write back into a .bvh file with something like:
row = '{} {} {} '.format(root_pos[0], root_pos[1], root_pos[2])

for bone in pose_bones:
    euler = bone.rotation_euler
    row += f"{math.degrees(euler.z)} {math.degrees(euler.y)} {math.degrees(euler.x)}

(working with ZYX files so would prefer to keep this rotation mode)
Am I missing some relative orientation that differs between .bvh formatting and Blender’s armature structure? How do I achieve this?

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


text:
Solidify modifier applies uneven thickness,Why?
Why is this so? Especially since I have set the Thickness to Even, this seems unexpected. Thank you.

By the way, this is my original object:

Have you checked to see if you have doubled any points along that edge?  Sometimes that can cause an issue.

Thank you for your response. I have, but it didn't fix the problem. @common_goldfish

Can you upload the file?

Did you apply scale?

https://www.mediafire.com/file/ab2s8l6ku1tb3g2/upload.blend/file   Here's my file, thank you. @mqbakamqbaka

Thank you, applying the scale did the trick! @TheJeran

I would apply scale and also check to see if there are double vertices.
I had a similar bug once due to double verts so you can check that by going into: mesh > cleanup > merge by distance ( and ) delete loose.
Sometimes it's a normals thing too! Make sure they're all facing the correct side ( blue ). You can check that with "face orientation" under "show overlays" ( top right with the overlapping circles ).
But it's almost always not applying scale from my experience.

Anytime a modifier doesn't work quite how you were expecting you usually forgot to apply scale. Happens to everyone.


text:
Subdivision surface modifier results in face orientation problem
I have been practicing some hard-surface modelling, and this is the approximate result I intended:

However, I am facing a problem while trying to model the part I've marked with a yellow line. This is my base mesh before applying a subdivision modifier: As you can see, I have added an inset and beveled some of the edges.

Later, I added a subdivision surface modifier, and my problem begins: there seems to be a problem with the face orientation and the mesh, although I cannot figure it out:

Steps which I have taken to solve the problem (but were fruitless) include:
1- Trying to Merge any extra vertices
2- Double checking face orientation
3- Checking that I have no extra polygons inside my object
4- Applied scale, etc.
I will also share the file:
63. D.blend
Any hints are welcome. Thank you!

Your topology is such that when you enable a Subdivision Surface modifier, it bends some faces so much that they overlap, you can fix that with this topology:

You don't have overlapping faces anymore:

The problem seems to be that the outer edge, lacking other supporting loops like your inner corner does, is being smoothed over a larger area, which intercepts the geometry in your finer section, causing an error in the normals.
Look at the difference in geometry density between the two sections marked red here:

As you know, subdivision modifiers smooth an area out by creating a curve of sorts between three vertices. But, if those corners are not supported in a consistent density, this can occur. Here's a very rough dramatisation of what seems to be happening here:

See how the inner curve (pink) has less distance to smooth out, but the larger curve (blue) is smoothing out over a longer distance and intercepting the denser geometry?
This can be solved by supporting your geometry more, or by adjusting the edge crease to force the smoothed geometry to cling to the original positions a bit more.

Try Mesh > Normals > Recalculate Inside/Outside or Alt +  N instead.


text:
How can I use Ambient Occlusion as bump map?
I'm trying to follow this tutorial:Blender Quick Tips #1 - ambient occlusion node
I tried to go a bit deeper, and add bump to the greeny areas using the ambient occlusion node, but it didn't work.

Why won't the ambient occlusion work with the bump node? I meant to use it like Kaizen's tutorial here (at the end of the tutorial he uses the output of the AO map I believe):
How to Create Professional Materials
Adding a noise texture didn't work either, please see the picture below:

How can I use the Ambient Occlusion map as bump?

The AO use the real topology, it needs bumps and cavities to work. Also if you use Eevee you need to activate the option in the Render panel.

Blender's bump mapping is only actually run at a particular point in the shading pathway, regardless of how nodes are wired.  AO depends on normal (note the input) while any bump mapping nodes are calculated before this.  You can't do it live, but you could bake AO and use that bake as bump.  This is one of those things that's kind of borderline-bug in Blender; I suspect that it was implemented that way to work right for bump-mapped displacement output, which is a weird thing that breaks noodle order, but which is convenient for users.


text:
Using "mark freestyle edges" to prevent some edges from rendering, is it possible in my case?
This is my mesh. I don't want the marked edges to show in the freestyle render pass, but they do.

This is the X-ray mode. I don't want these marked edges to render.

I am aware that I should delete the inner faces to achieve a clean mesh (and automatically solve my problem) but there is a lot of them (you are only viewing a small part), and I was looking for a faster solution.
Therefore, I thought that maybe there is a way to tell freestyle not to render them by applying the cross in the settings, like this:

This is the messy result:

I also tried switching the logical and/or and inclusive/exclusive on and off, but I could not get what I wanted. Is there any way to make it work? Thanks.

I could fix the freestyle output by cleaning up my model.
Select>> select by trait>> Interior Faces (Select -> Interior Faces)
and then I deleted the interior faces.
It was quite easy and fast.


text:
How can I work at vast scale differences (human-scale to planetary-scale) within one blender file?
I have the following problem: I want to create a scene that contains vast differences in scale. Particularly, I want a camera that flies from human-scale on the surface of the planet (picturing full figures, with the most close-up shot being of two hands shaking) all the way out to space. The issue is that if I attempt to display an earth sized object (and some sci-fi elements like a huge space station in orbit etc.) in the same scene as some characters interacting on a human-scale, then things get very whack on either side of the scale spectrum. I know how to adjust the clipping distances of the cameras and the viewport, but even that has its limits.

With the clip start set to 100 m  and the clip end set to the absolute maximum (99999997952 m), the earth sized UV sphere looks fine. However, obviously I cannot have a clip start of 100 m if I want to render human-scale character interactions.

If I decrease the clip start to 1 m, then things get whack on the earth-scale sphere. The flickering of the surface is only part of the problem, the other issue is that the earth totally disappears if looked at from certain angles. That happens even if I raise the clip start to 100 m (here a short video screen recording to demonstrate that last particular quirk: https://drive.google.com/file/d/1ePBreBtRrKo2wvVzArU-3DqcV_Y9FfgY/view?usp=drivesdk).
Apart from that, navigating between the two scales is also tedious, I often find my viewport pointing at empty space, so I am constantly centering my view back to the world origin just to then attempt to navigate the viewport camera "back up to space", if you will, hoping that I don't get lost in nothingness on the way again.
All this makes working at these different scales extremely cumbersome. How would you guys resolve this issue?

The "flickering" is called Depth Buffer Glitch or Z-Buffer Glitch and it is a problem in 3D software generally, not limited to Blender. The z-buffer is basically depth information stored as kind of greyscale heightmap. The problem is when its range is too far from start to end, the accuracy is lost because of floating point errors. That is very simplified and I'm not an expert for the technical side, so please forgive me. A best method as workaround I do not know right now, and I guess this comes down to (not objectively correct) opinion-based answers, which are usually off-topic here.

By the way: very low Start values are usually responsible or more visible as glitches in Perspective view while very high End values produce glitches in Orthographic view. I can only recommend switching the values depending on what you need while working on it, either for working on small objects or working on large objects. These glitches do not appear in the render afterwards.

Hello, this is a very common problem, and most if not all ways to circumvent it are not the way you're going about it. I suggest taking a look at these 2 videos that explain thoroughly what's at stake here. https://www.youtube.com/watch?v=LbY0mBXKKT0 and https://www.youtube.com/watch?v=7axImc1sxa0 TLDR : The world should be moving, not the camera-man


text:
Question about Perlin Vector Noise
I am new to Animation Nodes and I was trying to follow this whirlpool tutorial.
https://www.youtube.com/watch?v=96MiJVJ9tdg
Early on the author uses a Perlin Vector Noise node that adds ripples into the surface of the mesh.
He must be using an earlier version because I cannot find that node in the hierarchy. the closest I can find is Vector Noise which doesn't output the correct data type. Can someone point me in the right direction?
Thanks

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

Did you see the link to the Geometry Nodes version below the YT video and the further link on his updated video? - Animation nodes aren't used nowadays since the introduction of Geometry nodes and his tutorial has now been updated again here using Blender 4.2.

Yes, I discovered that link after I made this post and got it working. Thanks for the information, I appreciate the help.


text:
Curve GeoNodes | Export UV attribute > Alembic
I built a geo node to create a lace that appears along a curve.
I need to export this animation to alembic to render in Keyshot. But Uv are not exported as they are a named attribute, not a mesh with proper UVs.
I'm looking for a way to get the lace with uv for each frame to build the alembic file. Does anyone has an idea?
Thanks.


text:
Maya to Blender/ Max to Blender Pivots changing
I've been trying to import grouped objects from Maya into Blender, these objects need to be grouped and they will also have groups inside them such as door and then those objects under that group will have their own pivots. Obviously lots of jumble in there, but my issue stems from the fact that the pivot will just turn into the top most parents pivot, and then get baked down everywhere. With these objects inside being instanced, I'd love to maintain these pivots, and am looking for a way to do that. Does anyone know of a way, even through a plugin to keep these?


text:
Why is default Geometry node called Group Input and Group Output?
Brand new to Blender and geometry nodes so I apologize if this is a silly / basic question. I was going through the manual for geometry nodes to try to better understand what's really happening behind the scenes with each one.
Just curious why the default nodes are called Group Input and Group Output. What 'Group's are they referring to?
Feel free to point me to a section of the manual I missed if this should be obvious based on documentation for those nodes somewhere that I couldn't find!
Thanks a lot,
Billy

I think you can actually use group input to basically add parameters to the modifier panel for you to adjust as needed.

The 'group' in this case is the entire node tree you create when you set up a geometry node modifier.  The names are patterned on the exit and entry nodes for a 'node group' that you can create in the existing node systems for materials and the compositor.  If I select some nodes in a material and type CTRL–G to group them, Blender adds two nodes to the group, here outlined in red boxes:

I can connect noodles to inputs inside the group from the Group Input, for example, and when I use the group, they show up thusly:

When I add a Geometry Nodes Modifier to an object, something similar is created. Instead of showing up as a group with a input though, this overall group shows up in the modifier:

Since they serve a similar purpose they were given the same names.


text:
Importing textures from sketchfab
ok so i have this model i downloaded from sketchfab and when importing it into blender when i check the rendered view the materials are blank and the downloaded zip came along with image textures (png). How do i attach them to my model?

you need to open a Shader Editor window and plug the Image Texture into the good inputs

yes i tried doing that but the output ends up being scuffed

please show the node setup, maybe share the file with its images if its copyright free: https://pasteall.org/blend/

How did you import the file, that is which Sketchfab format did you import from?  Most sketchfab files are in either obj or gltf format and usually import with all of the textures properly set up.


text:
How to Import Blend file in web development or in website for 3d website creation
i want to export blend file in my device and want to use it in my website

i know blender used for making 3d models

well i want to make 3d website for my portfolio and i see in Three.js used for making 3d site but i want to export my models from blender to mobile so how i can export them also after exporting them how to add 3d model to website.

Maybe look at verge3d https://www.soft8soft.com/verge3d/

It is very unlikely that whatever 3D display system you can use in a webpage will support the Blend format natively, so you will first have to export your model. What format to use depends on what web technology you are using to display your model and what it supports, which is outside the scope of this site. However, I suggest that, if possible, you use a pre-existing service such as Sketchfab. I am fairly certain they have an embedded viewing option for just this scenario.


text:
Make Faces of Icosphere Periodically fall with Rotation
I am trying to find a way to make half an icosphere slowly fall apart without having to animate all the faces manually as individual objects. Physics doesn't matter but they should rotate as they fall. I imagine this is possible with geometry nodes somehow but I can't figure it out.

ok, i really liked the challenge and needed several hours ;) here is a working node setup:

result:

This is beautiful. Thank you!

You are welcome

Heroic :) Now the challenge is to crunch it down to 6 nodes XD

Thank you! That you write that - means a lot to me! It still looks like it is far from being perfect...and yes...you can use less nodes, i am sure. I was just happy that it worked...... kind of... ;)


text:
Mesh passing through mesh
Hi I´m new in blender and I´m trying to do a simple animation in which two persons greet each other. The problem is that the fingers of the two keep passing through each other as in the image. Is there a way to make that when one mesh or part of it touches the other it stops so it doesn´t pass through the other?
I have searched every term that I could come up with but haven´t find anything that at least gives me a hint on this.
Thanks!

Hello, not that I know, you need to move the bones so that the meshes don't interact

The way to do that is by doing rigid body simulation with collision detection, but you don't use that approach in animation.  Rather, as @moonboots said, it's up to the animator to move the bones so that it doesn't happen.


text:
Error when i want to export as FBX
I work on a face for FIFA 22. I've done multiple face before in the same working process. Suddenly i get these error messages while i tryna export the head as FBX.
Could someone maybe help me? Thanks!

I have no experience with this sort of thing, but the error basically says that it's expecting "tris/quads", so would applying a Triangulate modifier before trying to export to make sure there are no n-gons work?

Yes, thank you! I had to do it, for the eyes. CTL + T and then i could export it! Thanks!


text:
How to properly apply rotation on pose bones
First off, gonna admit it and say i absolutely suck at geometry and at Blender's scripting, so excuse if i made dumb mistakes.
I have a quaternion and a position, i need to apply them to the pose bones, i've tried everything from:
translationQuaternion = mathutils.Quaternion((W, X, Y, Z))
poseBone.rotation_quaternion = translationQuaternion

to
translationQuaternion = mathutils.Quaternion((W, X, Y, Z))
editMatrix = editBone.matrix.to_3x3()

R = translationQuaternion.to_matrix() @ editMatrix

poseBone.rotation_quaternion = R.to_quaternion()
poseBone.keyframe_insert("rotation_quaternion", frame=frameData.Key)

Nothing seems to work, i'll appreciate any help i have no idea how to fix it

does this answer help at all?  It's not your answer, but the discussion might be useful to you.

Will check it, thanks!


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Are there available clothes models that fit MBLab models?
I just discovered the awesome MBlab project, but I still doesnt understand how clothing works. I read about proxy system, but I don't totally get it? Do I have to model the clothes manually and fit to the models? Or there are basic clothes model available for donwload that work together with these models?

If I recall correctly, you'll likely have to nudge a pre-modeled article of clothing  around your character manually.  That sounds more intimidating than it is, though, if you're patient, have experience deforming meshes, and are handy with proportional editing.
I think one process could be to give your  coat model, pants, shirt, etc, it's own armature with automatic weights and get it 90% of the way just through posing.  Bake it out once it's close and then tweak it with proportional editing (if it needs it).

Thanks for the reply. That is what I was afraid of. I wnated to use mblab to generate many characters (with clothes) programatically, but if I have to adjust the clothes it wont work for me sadly :(

I hear you.  You might try your hand at nudging vertices around sometime, though.  Super useful to be able to tweak models.  If you think the answer was thorough, click the check and help a new contributor get things started.   : )


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What is the correct way to add an image with transparency over another image via nodes?
I have a texture which contains a number, like in the picture below. And I want to 'paste' it over the tshirt texture. I have tried using mixRGB but I have this effect in which you can see the back stripes in the number. And I would like to have it straight white.
Additionally, I would like to add a node to control the color of the number.
If I change the mixRGB node mode to lighten I can have the desired effect for the white numbers. But then I can't change the colors correctly.

Just plug the alpha from the text image texture in the mix node.

If you are using EEVEE make sure your material has the right blend mode: (opaque is wrong)

Oh that was so easy. It did solved my problem! Thanks a lot!

glad i could help. Please click on the checkmark left of my answer, if it helped you. Thanks.

To add to Chris' answer, you can do it this way, mix the 2 textures into a MixRGB, use the alpha output of your number as factor, and choose the color you want in the MixRGB. You can use another UV Map before the number texture if needed. It works fine if you don't need to change the Principled BSDF settings of the number (like its glossiness), otherwise Chris' answer is more convenient:


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Applying armature rotation across all frames
Summary
How do I apply a bone rotation to an armature across all frames in the scene?
I am working with static armatures, which are obtained by importing a .bvh motion capture file that I manually edited to contain just a single frame. I want to then rotate specific bones in the armature, which I do by rotating them in pose mode de and then selecting "Apply Selected as Rest Pose". This seems to apply the rotation to the frame in the scene that is currently selected, but when navigating to another frame in the scene and even when I then navigate back to the frame I adjusted the position in originally the pose is reset. How do I make the armature remain pose across all frames in the scene?

This sound like a XY issue. What do you try to achieve in the first place? Applying a pose as rest pose effectively edits your armature, this shouldn't be used as a way to edit animation. Using layered animation via the NLA or just offering curves in the graph editor would be more appropriate . Though I don't know if bvh data makes this different.

Concretely I am trying to extract the bone rotations using the python api to run them through other software I wrote. I do this with something along the lines of:
armature = bpy.data.objects['sample']  for bone in armature.pose.bones:     rotation = bone.rotation_euler()     ...
I have found that adjustments made to the rotations of bones in the armature are reflected in the floats I extract with this script when I rotate a bone in pose mode and then select  "Apply Selected as Rest Pose". Perhaps there is a better way to do this, should I apply something in the graph editor?


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Obtaining joint-local rotations of armature with python
I have written scripts that take as input the joint-local rotations (in quaternions) of an armature. All works as expected when extracting these rotations directly from a .bvh file and converting them to quaternions manually, but I am trying to obtain the same rotations from an armature inside of a scene and failing to do so.
Currently I am importing a single-frame .bvh file into a scene and then I try to obtain the exact joint_local Euler rotations stored in that file with the following function (with order ZYX as it is the specified order in the .bvh file) so that I can later manually convert the rotations to quaternions:
def get_local_rotations_in_degrees(armature, euler_order='ZYX'):
    rotations = []
    for pose_bone in armature.pose.bones:
        local_rotation_matrix = pose_bone.matrix_basis
        local_rotation_euler = local_rotation_matrix.to_euler(euler_order)
        local_rotation_degrees = [math.degrees(angle) for angle in local_rotation_euler]

        rotations.append(local_rotation_degrees)

    return rotations

This function however returns very different floats than are stored in the original file.
How do I obtain the exact floats (joint-local rotations) that are stored in a .bvh file from an armature in a scene?

Can you share your Blender project file? Instructions for sharing.

Yes! .blend: . It should contain the imported armature called "sample" and a script that when ran prints the rotations as obtained with the above function. In that script I also put the original line from the single-frame .bvh file for reference(these are the rotations I'm looking for).


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several vertices swap X position when Shape key is mirrored, how I can fix it without splitting and mirroring again?
When I apply a 'Mirror Shape Key (Topology)' to a shape key, some vertices swaps their X position with his mirrored vertex generating a not expected behavior even though the vertices aren't affected in the Shape Key. Happens even when I apply the 'Mirror Shape Key (Topology)' to the basis shape key.
basis shape key:

basis with 'Mirror Shape Key (Topology) applied:

'new Shape from mix' (from basis shape key) with 'Mirror Shape Key (Topology)' applied going from 0 to 1:
Note that I don´t anything more than 'Mirror Shape Key (Topology)' in the new Shape key

If I split the model and mirroring it again, it works fine but I have Shape keys created on it and the mirror modifier cannot be applied to a mesh with Shape keys, do solution exists without splitting and mirroring it?

You can apply the mirror modifier with this addon

@Leander Is this a bug? Have indices got muddled somewhere and can they be un-muddled?

I don't know. I irrationally don't trust floats and stick to the mirror modifier as long as possible.


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How to rotate the camera around itself using python?
Since I am not sure how to describe the behaviour I want, I paste it below.

I tried to use rotation_euler property, but it doesnt work as I wanted.
I tried also to look at the command in the info panel when I rotate it manually. It uses bpy.ops.transform.rotate(), however it requires an orient_matrix that I don't know how to define it.

I found a manner to do what I intended. It may be the not most simple or efficient but it does the job so I am leaving it here in case anyone needs.
def spin_camera():
 cam = bpy.data.objects['Camera1']
 location = cam.location.copy() #copy current location
 right, up, back = cam.matrix_world.to_3x3().transposed()
 direction = np.cross(up,right) #gets direction that the camera is looking to
 angle = 45
 rotation_vertical = mathutils.Matrix.Rotation(math.radians(angle), 3, mathutils.Vector( direction ))
 matrix = rotation_vertical @ cam.matrix_world.to_3x3()
 cam.matrix_world = matrix.to_4x4()
 cam.location = location #after assigning the matrix, the camera is moved to the origin, so it is necessary to move it to the previous location again.


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Is there a way to return armature to rest position programatically without bpy.ops?
I need to reset my armature to the rest position with a python code. I could do it normally with but bpy.ops.pose.transforms_clear(), but sometimes it gives me errors
However I cant use bpy.ops since it gives me the following error:
RuntimeError: Operator bpy.ops.pose.transforms_clear.poll() failed, context is incorrect
So, is there an alternative way?

Set each pose bone basis matrix to identity
Note: assuming there is no animation involved
With an armature object active and selected
>>> rig = C.object

>>> rig
bpy.data.objects['Armature']

Clearing all pose transforms is the equivalent of setting the pose bone matrix basis to identity
>>> for pb in rig.pose.bones:
...     pb.matrix_basis.identity()
...
>>>

Use context.selected_pose_bones to narrow selection to those selected. (to be more in line with operator function)
However, like the operator context issues, this is only available in pose mode, which is quite likely the reason for poll failed error for bpy.ops.pose... operators.
Test in console, showing selected pose bone list is None and operator doesn't poll in OBJECT mode
>>> C.mode
'OBJECT'

>>> C.selected_pose_bones
>>> C.selected_pose_bones is None
True

>>> bpy.ops.pose.transforms_clear.poll()
False

>>> bpy.ops.object.mode_set()
{'FINISHED'}

But if switch to POSE mode (Side note: left in hander messages from running script here FWIW changing mode updates the depsgraph)
>>> bpy.ops.object.mode_set(mode='POSE')
1 : depsgraph_update_pre
1 : depsgraph_update_post
{'FINISHED'}

>>> C.mode
'POSE'

>>> C.selected_pose_bones
[bpy.data.objects['Armature'].pose.bones["Bone"]]

>>> bpy.ops.pose.transforms_clear.poll()
True

Set armatures pose_postion enum.
To switch into REST mode, The switch is in the UI in the DATA properties panel
, meaning its a property of the data part, (the edit bones)
>>> rig.data
bpy.data.armatures['Armature']

It's in rest pose
>>> rig.data.pose_position
'REST'

Change to pose position
>>> rig.data.pose_position = 'POSE'
>>>

Such a great answer. Thanks!


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How to simulate JPEG compression artifacts in Compositing?
I want to recreate something like that in my render

Hi :). What have you tried so far and where exactly are you stuck? :)

Didnt have much progress to be honest. I have tried adding camera grain, but the effect is quite different.

Did you try saving your render as a jpeg with very low quality settings ?

did you try pixelate filter?

If I find no other way, I ll try changing the render quality. But I would really love if I could simulate that in compositing.
And my goal is not so much about pixelating, as my render is already low res. What I really wanted to simulate are those artifacts that can be seen in the sky in the picture above.

Maybe actually save the file as actual jpeg with a File Output node as intermediate step, then reintroduce it as an image texture back into compositing tree.

i tried something here, separating in channels, pixelate, and a couple of chained filters, blender makes it look more complex though..! it's just an aproximation, maybe try with some images besides of render as each one needs different settings

its a pain, and its a chore, but just use a lot of pixelate nodes. Pixelate the image by an extreme amount, then mix that with the same image pixelated by a lesser amount, and do that over several times until you reach the desired resolution. Blur nodes can be used if the compression looks too intense.

Could you show a few images illustrating some steps and final result?


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How to restrict a bone tail from coming too close to some region?
So I have the following character. The shirt and shorts use cloth simulation.

I need to load different poses programatically on it and take renders. However sometimes it happens that one a given pose the hands interferes with the clothes. Like here:

Do anyone have an idea of how to solve it? I would like either to disable collision only with the arms (so that it would get through the body but at least wouldnt destroy the clothes simulation), or guarantee that the arms will not get too close to the body.

Your example has details that make things difficult, but your explicit question is answerable.
If you want to prevent a bone tail from a region, you use the first bone as a guide for another bone, which is excluded from that region, and then you use a third bone to damped track the tracker.
For example, if you wanted to exclude forearm.R from entering with 0.25 units of the head of hip.R, you would disable deform on forearm.R, extrude a bone from the tail of forearm.R, disconnect that bone, give that extruded bone forearm.R.001 a limit distance constraint, set to 0.25 units outside, targeting hip.R, then you'd duplicate forearm.R to forearm.R.002, parent forearm.R.002 to forearm.R, enable deform on this forearm.R.002, and give it a damped track constraint targeting forearm.R.001. Here's a pic:

Note that "limit distance" is merely one way we can exclude a bone from a region.  A shrinkwrap constraint is another way to do this.  And we don't have to shrinkwrap to rendering meshes, but can shrinkwrap to any mesh we want.
It's often good to use booleans of simple primitives like spheres to create limited spaces for bones.  If we look at the pic above, we see that the tail of forearm.R.002 is not actually at the location of the tail, because the tail moved directly away from the head of hip.R.  The more accurate solution would be shrinkwrap it to the surface (solidify modifier) of a boolean subtraction of two spheres: a sphere parented to forearm.R, representing its normal range of rotation, minus a sphere parented to hip.R, representing the distance from which we want to restrict its tail from entering.  This is obviously more complicated, and if the simpler solution is good enough, then the simpler solution is fine.
However, what we can't do is shrinkwrap to the mesh we're deforming, because that creates a dependency loop.  That's the main reason your example is difficult.  You could separate the arm object to a different object and remove the forearm group from the main object, which would clear up this dependency.
But really: this is complicated and, usually, a bad idea!  This isn't something that magically makes everything okay, it's just a technique, occasionally useful, that answers the explicit question.  The right way to solve this problem is to not animate the arm like that in the first place.  Just fix the pose so that it doesn't clip.

Hey, thanks a lot for the answer. It is very helpful! Indeed, the problem is quite tricky. I know it seems much easier to simply not animating the arm like that, the problem is that I need to read a database with thousands of different poses obtained by pose estimation models on real people and load them into my model. Because of that, I cant go through each pose and guarantee that they are fine.

I think i ll have to either separate the arm to a different object (I didnt want to do that because it will complicate somewhat python code that I have to run haha), or simply I ll give up using a cloth simulation and treat the clothes a normal mesh


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How to get the precise mapping in python of a point in a texture to the point in which it has been mapped in an object?
Let's say that I have a texture with a square, and I apply this texture to the surface of a object. I need to know that exact 3D coordinates of the borders of this square where they have been applied in the object.
My current solution is looking for the closest vertex in the object uv mapping to my desire square coordinates. Then I get the 3D coordinates of that vertex. However this is not an exact solution since I use the closest vertex. I could make it more precise by subdividing the object but I cant do that for other reasons.
Is there a better way to do that?

To clarify, you want to map from UV -> xyz  .. where the mapping from xyz -> UV (eg project from view, cylindrical) is unknown?   Eg where on object surface is UV (0, 0)?

@batFINGER, exactly. I have some uv coordinates on the texture, and I want to get the coordinates where they have been mapped exactly.

Right now I search through the uv mappings of all vertices for the closest one to my desired uv coordinates, than i get the xyz coordinate of this closest vertex.

Important to note it may not be a 1:1 mapping (2d -> 3d) trivial example is blank UV,  every value is l (0, 0) mapping it to whole surface.  For a spherical projection maps top and bottom line of UV map to poles of sphere. Knowing its a spherical proj, we know the inverse. Without not sure .. this may be of some use https://blender.stackexchange.com/questions/91161/calculating-estimating-the-normal-at-any-location-on-a-face


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Can't see any object in Solid mode, material mode except the selection silhouette but can see in render mode
As I open Blender I can't see the default cube or any object in solid mode and material mode in object view but can see in edit-view as in the image, I can only see the selection silhouette. I made sure I was not hiding any objects etc. I tried restarting blender 2.8 but it didn't work, I uninstalled and installed blender 2.82, and it has the same issue. I also had blender 3.2.1 already installed meanwhile, when opening this version everything works perfectly, but as I also want to use blender 2.82 because of an addon it isn't working as described.

In the Viewport Shading options, please make sure X-Ray isn't set to 0 (it should be 1 by default).
If that solve your problem, don't forget to save your startup file (File/Defaults/Save Startup File)


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May I ask advice on better topology?
Introduction
I'm still considered a beginner when it comes to topology! Anyways, I boolean'ed a cube to create a power outlet model. Of course, booleans can mess up topology a lot so I had to fix normals, floating vertices, faces with an edge crossing over it, etc. The two square inlets, don't have any support edge loops.
Problem
I would like some suggestions especially for the topology that connects the the half-circle. I was wondering if I should reduce edges to 3 to 1 for example. The screenshot doesn't have ngons, but was it better if I used some to terminate some edge loops or something? Thanks in advance!

hello the topology is a bit messy but depending on your project you may not need to have a good one and you could even do a X > Limited Dissolve, unless you have a good reason to have a good topology?

Hi thanks for looking at this post! Well for this mesh, it will be sitting on the corner of a table, somewhat far from the camera so I guess it doesn't need a good topology.

Bad topology doesn't matter in itself as moonboots pointed out. If you don't use tool that depends on topology (bevel, subdiv, ...), no need to clean that up. Do you have any issue with your topology ? Besides esthetic considerations.

It's not that it doesn't require a good topology, it's that what constitutes a good topology is different in context. The goal of topology is to make the object look good, deform good, and/or easy to work with. If it's a static model, no need for deformation-specific topology. If it's a final mesh, no need to keep a workable topology. But while the looking-good always remain, it also has its own sub-constraints: do you use a subdiv modifier or not? It has its own topology needs. Is your front face purely flat? It has its own needs too. Etc.

And there's also the simple question of how much time it costs to make it better vs how worth the benefit is. If your mesh is going to be in the corner of your final render, in shade, and barely more than a few pixels, .... No need to fiddle too much. So long it looks good "enough" for what it needs to do.

Very cool, thank you for the comments! To clarify, if this power outlet model "looks good" in the end despite its wonky topology in the final render, then it has achieved its goals? Just a thought, if this mesh were to exist in a mobile video game, then would these kinds of topology be of concern because of non-optimized tris and ngon data?

Suggestion, do as in this image.
Use knife and dissolves.

Thank you for the suggestion everyone, I was able to simplify the mesh more. However, it seems like it's another story when I have to think about more edge loops and ngons on the back side of the power outlet.
[

The backside that is in the wall and therefore invisible? You don't even need a back side, right?

Hmm that is a good point. Is it suggested not have a back side to prevent two faces from overlapping?

No, it's just useless to make things you won't see.

I see, thank you for the clarification!


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The extrude doesn't snap to the object when topologizing
So I've been following a tutorial about creating a character from sculpting to animating(retopology included). After i retopologize the head, i want to do the neck. The tutorial says i need to extrude the loop(ill attach some pictures), then scale it smaller for it to snap to the object, the  extrude again to the base. When i extrude, it doesn't go around the neck, all the vertices from the selected loop somehow go to the vertices i see in sideview (numpad 3). I'm using a shrinkwrap and a subdivision for the topology, and the mirror modifier is applied. Can you please help me?

Alright, so I found out why. My magnet (snap during transform) from the center up was activated. Make sure that's turned off.


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How to make points sit on the plane?
I did some geometry nodes using the donut tutorial as guide. I want my points (dog food) to sit on the plane, not to be within it. Any ideea how? Please help! If you look closely, theres my model dog food which stays on top.

At the top right of your screen, there is an "options" menu

Click that menu and enable "affect only origins"

Select the original food (the one you modeled outside the geometry nodes)
Grab it (in object mode)

You will notice that only the origin is moving, not the food (yes!)
Move the origin to the bottom of the food

Make sure the rotations in the nodes don't include X and Y, only Z
Remember to uncheck the "affect only origins"

Thank you so much!!!!

@busuiocar, if this answers your question, please mark it as answered :)


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Retopology always turns transparent?
I just upgraded to the latest version of blender and I've been doing some retopology on some of my old projects. However, every time I try, the retopology output version becomes translucent, texture vanishes, and it becomes a slightly blue tinted gray. I've never had this happen before in older versions of blender so I'm assuming it's something new? It has the material and texture on it, still all the same material settings, but it doesn't appear on the object anymore in viewpoint. The object is translucent as if it's at 30% opacity.
This happens both when I use blender's built in modifier "remesh" as well as the blender addon "quadremesher"
How do I make it fully opaque in viewport and with its texture back on again? It's very perplexing. Google and YouTube tutorials have been totally unhelpful as all I get are tutorials on how to make things like windows look transparent after render. I'm trying to get things to stop being transparent before render.

Instead of opening the old versions of your files in Blender 4.x, try importing or appending the relevant contents into a native Blender 4.x file, then rewiring the various interconnections (such as the assigning of materials). See if the problem persists.

I'm still not sure why it does that, but I did try exporting the object files after they're remeshed then importing them back into blender, which results in them no longer being transparent. Still an odd situation. Thanks for your help!


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Ceramic texture looks right in evee but not cycles
So I'm trying to make like a ceramic matcha bowl and I think i found a way of making a nice looking ceramic texture but it's not displaying right when I render it in cycles it looks like it lost all it's details.
Here is my render in evee
And this is my render in cycles.
Does anyone know what is happening? This is my shader for the pot btw

hello, maybe share the object? https://pasteall.org/blend/


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How to prevent alpha blend from erasing itself?
If I set alpha to alpha blend, then the model erases itself wherever there is alpha. Is there any way to prevent this? (Also, this is not for a render, so I'd prefer to avoid doing separating things into different objects etc)

Probably sorting issue. Try using "Alpha Hashed" instead of "Alpha Blend", or set the render engine to Cycles and use the Render view.

Alpha hashed has delay, and noise which does not go away. I want to be able to preview the result in real time as much as possible.

If there were a way to do that, it would just be the default and people wouldn't muck around with alpha blend and alpha hashed and stuff.

Try enabling/disabling "Backface Culling" and/or "Show Backface" (using alpha-blend) and see if that helps.


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Bezier-Model suddenly not showing anymore in Unity
I'm new to Blender, taking an online course at the moment. So far we created a simple landscape which has some lamps. The lamps were made with a Bezier that wraps around an axis (sorry, i only know the german expression of the method, "Drehmaschine", at least the course called it so).
At first it worked, it showed up in Unity. Now, in a later stage of the course, we got back to those lamps. I didn't like the form anymore and wanted to improve it, so i played around a bit with the position of the Bezier, until i liked it.
I saved it, exported it to Unity, and suddenly all lamps are invisible. I have no clue what went wrong. I tried to "undo" what i did, again played around a bit, but nothing worked so far.
I already know from normal meshes about the problem with the normals, but i don't have them here.
I'll add a picture of it, maybe someone knows what to do. Thanks in advance! :)

This is typical. I try forever on my own, finally make a post somewhere to get help, and 5 minutes later i find it out myself :D
The problem was that i didn't convert the curve to a mesh again.

if you want to post your own answer, you can

That’s sometimes called “magic feather,” but it’s really truth: just the faith that someone can and has been asked to help has amazing effectiveness.

The problem was that i didn't convert the curve to a mesh again.

Ah, this is how it works with answers. Quite new to the site. Thanks Allen!


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How to make ‘image as planes” cast shadow but not be visible?
How to make ‘image as planes” cast shadow but not be visible? I only want to see the women’s shadow under her feet but not actually see her. Thanks.

Current node set up in Cycles:

You should be able to uncheck Ray Visibility -> Camera for the plane and keep the shadows.

That’s the ticket. Thank you!


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How Do You Randomly Translate Vertex Groups for Individual Instances for Instances on Points?
I've created several instances of an object on points along a mesh line (see below). I would like to disrupt the uniformity by translating the vertices at the left and right ends of each instance by a small random distance along the x-axis (the long axis). Since the edges of the object are beveled, I believe that to solution would involve location translation rather than extrusion.

Problems I've encountered include:

Separating the geometry (Separate Geometry node) by vertex groups, manipulating sub-geometries individually, and then rejoining the geometries (Join Geometry node) held the greatest promise, but resulted in gaps and overlaps in the rejoined geometry. Join Geometry doesn't remember the object's original topology
Attempting to to apply the Set Position node and selecting vertex groups using the Named Attribute node also seemed a plausible approach but presented two problems: a) the Set Position mode used in conjunction with the Random Value node applied a different (rather than single) random value to each vertex in the vertex group, and (b) applied the same exact random pattern to each objects' instance. How does one manipulate the vertices in individual  vertex groups by object instance? I was hoping (unreasonably) that the random value node would (magically) behave similar to the shading Object Info node
Attempting to overcome the problems with the Set Position node, I discovered that the transform geometry node does not have a selection input to control which vertex group to address.
Creating collections of different sized objects and choosing from among them at random using the Collection Info node works great, but defeats the advantages of using geometry nodes
Simply scaling along the x-axis using the Instance on Points node corrupts the geometry between the two end of the object

Is what I'm attempting even possible?
PS - New to this group. My 1st attempt at asking for help. Please excuse me if botched this plea for assistance

https://blender.stackexchange.com/questions/274485/how-can-i-instantiate-a-procedural-node-group-with-different-parameters/274486#274486

Your attempt #2 was the way to go.
Let's say you have a monkey that you want to duplicate and drop the jaws randomly. Select vertices of the jaw, assign them to the vertex group JAW, and use a setup like this:

This probably fairly resembles how far you've got. Now the problem is each vertex is moved by a random offset, but you want the offsets to be shared for each instance. So just randomize per instance, instead of per vertex:

Alternatively, you can still randomize per vertex, but make sure the input of the randomizer is the same for each vertex of the same instance:

And in this case you don't actually need to capture the instance index, because you're fine sharing the seed ("ID" is technically a part of the seed, together with the actual "Seed") just across islands:

Thank you Markus. I was able to implement without much difficulty. The only problems I encountered were (a) the random assignment of material texture orientation by object ID was ignored when I applied the geometry randomization for the first vertex group, and (b) the HSV node and UV mask were corrupted when I applied the geometry randomization for the second vertex group.These problems likely warrant a new post

Markus, I figured out the problem with HSV node and UV mask. I made false assumptions. And cockpit errors. I had created two realize instances nodes, one for each of two vertex groups. Then joined their geometries. Which resulted in two slightly difference versions of the same topology (and their materials) occupying the same space. Where they intersected  the materials seemed to darken. Since the original object is symmetrical, I can get away with a single vertex group. Now to figure out why I lost material orientation randomness built into the shading node tree across the instances


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Why does glass sphere render differently in Cycles using GPU versus CPU on Apple M3 (Metal) platform?
I modeled a two foot glass sphere with a 1 inch solidify modifier as part of a buoy:

The only lighting source is the Sky Texture node (Nishita sky model). When I render in Cycles using GPUs on an Apple M3 (Metal) platform I end up with these strange linear artifacts:

However when I render in Cycles using CPUs on the same platform I end up with this expected result:

I've tried (a) altering Render settings (bounces, clamping, and caustics), (b) smooth versus auto smooth shading, and (c) recalculating normals without success. Has anyone else experienced this problem and, if so, solved the issue? Could this be a driver issue? Many thanks

In the past with issues like this there's a "high quality normals" checkbox or something like that.

Thank you Allen. I forgot to mention that these are Blender 4.2 viewport renders. High quality normals seem to be limited to the Workbench render engine. Unless I've overlooked something, they don't seem to be available in the Cycles render engine

Is it possible there's a duplicate mesh (perhaps hidden in viewport, easy to forget about)?  There may be a difference in how the two methods handle coplanar surfaces

No, there are is no coincident duplicate mesh. While I was checking I made sure that there were no coincident duplicate faces. And that the normals for the inside and outside faces of the solidified glass ball are pointing in the correct direction. And that there are no transverse faces between the inside and outside faces of the solidified glass ball. While I was at this, I also confirmed that the problem exists in file renders as well as in viewport renders

I systematically deleted every object from the file. I systematically removed all constraints, etc. from the object. The problem persisted. I created a new object with new shaders. The object was created at the origin and looked fine, but on closer inspection there was a hint of artifacts. When I translated the new object next to the original object, the artifacts on the new object intensified. So I now know the intensity of the artifact is scene location specific.

I then suspected that the artifacts may somehow be related to the world lighting and the sky texture node. To test this I first created a 3rd glass sphere object at a lower mesh density. I immediately noticed that while the artifacts were present on the new object, they were at a lower density. So not likely related to world lighting and the sky texture node. To confirm this I copied the objects to a new Blender file with default lighting and the problem persisted.

The problem was resolved in Blender v4.3.0


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Changing cloth modifer during the simulation creates a frozen result
I noticed that when the modifier of the cloth is intentionally changed after a certain number of frames, the result is not an animation but a static image of the final result. If I keep the modifier unchanged, the result is what we expect without any issues.
The scenario in this piece of code is:
A cloth is being dropped onto a cube. After 200 frames, I changed the cloth modifier to make it a solid piece (rigid body) and then continued the simulation for 50 more frames.
import bpy

def setup_scene():
    # Clear existing objects
    bpy.ops.object.select_all(action='SELECT')
    bpy.ops.object.delete()

    # Set scene settings
    bpy.context.scene.frame_start = 1
    bpy.context.scene.frame_end = 250

    # Create a cube as a platform
    bpy.ops.mesh.primitive_cube_add(size=2, location=(0, 0, -1))
    cube = bpy.context.object
    cube.name = "Cube"

    # Add rigid body to the cube (passive)
    bpy.ops.rigidbody.object_add()
    cube.rigid_body.type = 'PASSIVE'
    cube.rigid_body.collision_shape = 'BOX'

    # Add collision modifier for cloth interaction
    bpy.ops.object.modifier_add(type='COLLISION')

def add_cloth(location, size=5):
    # Create a cloth (plane)
    bpy.ops.mesh.primitive_plane_add(size=size, location=location)
    cloth = bpy.context.object
    cloth.name = "Cloth"

    # Subdivide the cloth mesh for better simulation
    bpy.ops.object.mode_set(mode='EDIT')
    bpy.ops.mesh.subdivide(number_cuts=20)
    bpy.ops.object.mode_set(mode='OBJECT')

    # Add cloth physics
    bpy.ops.object.modifier_add(type='CLOTH')
    cloth_mod = cloth.modifiers['Cloth']
    cloth_mod.settings.quality = 5
    cloth_mod.settings.mass = 0.3

    # Bake the cloth simulation for 200 frames
    bpy.context.scene.frame_set(1)
    bpy.ops.ptcache.bake_all(bake=True)

def convert_cloth_to_rigid_body(cloth):
    # Apply the cloth modifier to freeze its shape at frame 201
    bpy.context.scene.frame_set(201)
    bpy.ops.object.modifier_apply(modifier='Cloth')

    # Add rigid body to the cloth (active)
    bpy.ops.rigidbody.object_add()
    cloth.rigid_body.type = 'ACTIVE'
    cloth.rigid_body.collision_shape = 'MESH'
    cloth.rigid_body.mass = 5

    # Clear and rebake the simulation for rigid body dynamics
    bpy.context.scene.rigidbody_world.point_cache.frame_start = 201
    bpy.context.scene.rigidbody_world.point_cache.frame_end = 250
    bpy.ops.ptcache.free_bake_all()
    bpy.ops.ptcache.bake_all(bake=True)

# Setup scene and perform simulation
setup_scene()
add_cloth((0, 0, 5))
cloth = bpy.data.objects['Cloth']
convert_cloth_to_rigid_body(cloth) # THIS CREATES OUR PROBLEM

# Save the blend file
import os

path = os.path.dirname(os.path.realpath(__file__))
simulation_file = os.path.join(path, 'simulation.blend')
if os.path.exists(simulation_file):
    os.remove(simulation_file)
bpy.ops.wm.save_as_mainfile(filepath=os.path.join(path, "simulation.blend"))
```


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How to get "images as planes" footage to cast a shadow on floor?
I need help getting a shadow/reflection under the woman’s feet to sell this shot. I have her lowered as far as I can without starting to cut her feet off into the floor. Right now looks like she’s floating.  Thanks.
Here is the green screen footage that I brought into my 3D set as "image as planes”.

Go into Edit -> Preferences and under the Add-ons tab, search for Import Images as Planes, and activate the add-on.

Then, go to File -> Import -> Images as Planes

Here you can select your green screen footage. You can use movie files or image sequences as well. By default, Blender will create this material, which is good, since we need a shader in order for our figure to cast shadows (if you plug your image directly into the material surface output, you won't get shadows).

However, if you don't want any extra shading on your figure, you can switch out the Principled shader to this setup:

With a simple sun lamp, I got this result:

Be sure that your floor also has a proper shader like a Principled shader or Diffuse shader, otherwise you also won't get shadows.

Perfect. Thanks!

No problem. Be sure to accept the answer if it solved your issue, so others know it's resolved.


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Need help fixing "Image as Planes” color, saturation and brightness. Looks washed out compared to original
I imported an "image as planes” in Cycles and am getting a washed out/lighter version of the original. This is the image and node set-up I currently have.

Can anyone help me fix? Here is the desired outcome that looks fine in Premiere. Thanks.

This is because of the principle BSDF node, just make the roughness 1 and metallic and specular to 0. or use a diffuse bsdf.

Perfect. Thank You!

@Todd you should check the checkmark saying the answer worked for you.


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How do I change video sequencer playback range?
I imported a video and can’t seem to figure out how to adjust the playback range in the sequencer to start at zero. See below.

Set play head at the first frame - press Ctrl + Home,
then set play head at the last frame - press Ctrl + End


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How to play movie file on a curved plane?
I need help with how to get a movie file to play on a curved plane. I know how to uv map an image on a curved plane "see blue curved plane in 3D set below". But can’t seem to figure out how to map a movie file to it. I thought about adding image as planes and adding a movie file that way, but then I don’t know how to curve that plane without subdividing it. Any help would be greatly appreciated. My guess is I’m probably thinking about it all wrong.

have you tried first making the plane a curve and then playing the movie clip?

why don't you want to subdivide the plane? Also, as Aster17 says, you could first create your bent plane and give it an Image Texture with the movie uploaded but it would be the same

Thanks for the input. Got me realizing I was think about this a bit wrong.

add a plane

press tab to enter edit mode

right mouse click -> subdivide plane -> 10

s -> x -> size your plane as much as you like

tab to go to object mode

add simple deform modifier

choose bend -> z axis and whatever angle you like

go to shader editor and build these nodes:

hit space and enjoy the animation

you can also wait a little while because my internet upload speed is slow as hell and then watch my tutorial about it:
https://youtu.be/v5gbEg3Qwz8

Thanks Chris for the speedy and straight forward solution!

you are welcome


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Can geometry nodes export gltf format?
Applying modifiers doesn't seem to work for it . Is there any way to export gltf format When I use geometry nodes?

When you use the export dialogue in File>Export>GLTF make sure to also choose apply modifiers in the export options. Then the GN modifier will be applied on export rather than the input geometry only.

The question mentions that "Apply Modifiers" doesn't work for the case of Geometry Nodes.

Ah, @scurest has the answer: If you add a "Realize Instances" node, you can get "Apply Modifiers" to work.  https://github.com/KhronosGroup/glTF-Blender-IO/issues/1537#issuecomment-1013921811

Try this:

Export animation as alembic .abc with face sets option activated for material support.
Import .abc on Blender.
Bake animation with Object > Animation > Bake Action > Visual Keying to Object.
Export as .gltf


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Link vertex's in single object
Have created a wheel and want to move vertex's inside the wheel.
There are five holes and each hole has 266 vertex.
When changing/moving any vertex from any hole the other four vertex's from the other four holes must also change/move in the same direction.
Have tried to use Vertex Group, (to create 266 groups is asking a bit to much)
Looking for a way/scrip/method like Alt+D that can linked those vertex's inside a object and manipulate one vertex (big arrow) will manipulate the four vertex`s (small arrows) the same way.

Hello :). Your best bet is to use Array modifier around a rotated empty. Model just one spoke, and others will be mirrored.

Related: How to make a circular array using offset object as center?

Another option, if the wheel can't be completely symmetrical, might be to cut the holes out with a single object that has the array modifier and make your changes to the cutting object.  @Jachyms solution is better though.


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Move Strips and add transition in NLA editor using python
System Information Operating system: Windows 10
Blender Version 2.93.5
Hi, im fairly new to the python scripting in blender, how would i go about moving these 3 action strips from this:

To this, joining them in the same channel, and in the end select them and add transition.

I can't seem to find translation of the NLA strips in the python documentation and when i run the code that appears in the info window it doesn't work.

You can't actually move strips between NLA Tracks.  Instead, you have to do it in two steps:

Delete the strip from the old track.
Add the strip to the new track.

This can be done in either order.
Once you have the new strip, you can modify the NlaStrip itself to add transitions and modifiers.  You can do this to any NlaStrip once you've looked it up.
There is one small detail about adding a strip:  you have to tell Blender where in the NlaTrack the strips should go.  In my example, I'm placing the strips one frame after the end of last strip already in the NLaTrack.
I start with a situation similar to yours: 3 tracks, each with a single strip.

I then execute this code:
import bpy

# Assume we want to deal with actions associated with the active object
object = bpy.context.active_object
tracks = object.animation_data.nla_tracks

# For a different set up, replace "NlaTrack.002" with the name of the destination track
dst_track = tracks["NlaTrack.002"]

# For a different set up, replace "NlaTrack.001" with the name of the source track.
src_track = tracks["NlaTrack.001"]

# Assume that the strip to be moved is the first strip on the track.
# We could, instead, simply select an action from bpy.data.actions and not bother
# with an additional strip
src_strip = src_track.strips[0]

# We really need the action, not the strip
action = src_strip.action

# Since we are "moving" the strip, we delete it from the src track
src_track.strips.remove(src_strip)

# The 2nd argument is the frame number where the action goes. It has to be an integer.
# We assume that it goes adjacent to the last strip already on the track.
new_strip = dst_track.strips.new(action.name, int(dst_track.strips[-1].frame_end+1), action)

# Now you can use new_strip to set transition or add modifiers.  See the manual entry
# https://docs.blender.org/api/current/bpy.types.NlaStrips.htm for details on the fields
# for instance
# new_strip.blend_in = SOME_FRAME_NUMBER

# This is unnecessary for just "moving" a strip.  Here only for completeness.
tracks.remove(src_track)

# This is just a repeat of the above, but applied to a different track.
src_track = tracks["NlaTrack"]
src_strip = src_track.strips[0]
action = src_strip.action
src_track.strips.remove(src_strip)
new_strip = dst_track.strips.new(action.name, int(dst_track.strips[-1].frame_end+1), action)
tracks.remove(src_track)

You didn't ask to show how to remove tracks, but in my example I do remove them. That's simply to show how it is done.  After the code runs, the NLA editor looks like this:

Thank you for the response it worked ! my final objective is to fully automate the process of appending animations and joining them together, now i understand how these strips work, i will now try to add the strips directly in the same track after appending them in the same file instead


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Advice about importing huge .gltf files w/ and w/o textures
I would like to import a model made up of thousands of files and many millions of vertices. I have ran my PC for around 30 hours but decided to stop the process and rethink my import workflow. The gltf files are about 2GB and another 4GB for png textures. My first question is, does importing textures affect import speed? If it does, can I import the mesh first and then import the corresponding textures after? Is there a limit of how many vartices I can have at the same time in the scene?

See https://blender.stackexchange.com/questions/27690/why-does-blender-use-so-much-memory-for-large-textures — the 4GB of PNGs will often take far more than 4GB in memory, so I suspect you're throwing more at Blender that your PC can handle here. Tools like gltfpack and RapidCompact can optimize the glTF file and might help to make this more manageable.

Hey @Andrey, could you solve your problem? I also run into simiar issue that I can't import a big glTF file. Blender just freezes and nothing happens for hours.

@filibis Sorry for the late reply. Yes, the issue was that blender stores files in ram and it simply ran out of memory so import went from 0.03s per file to over 10s per file. My workaround was running a script to import files in order and stopping it when it got too slow. (buying more ram also helped greatly)


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Portion of particle bar greyed out in timeline, makes particles behave abnormally
I'm not sure what I did to cause this, but the bar at the bottom was all red and now a section of it is greyed out. the animation behaves normally when it's in the red part but as soon as the playhead reaches the greyed-out section it's like half the particles suddenly stop and say still while the other half moves really fast. is this a glitch? Exiting and re-entering the program makes it behave normally again.

The red line is the simulation data that is cached for these frames. The different simulations in Blender have different colors and caches. For a particle simulation it's red, for cloth it's blue, for softbody is also red, Explosion is orange, and so on.
When you change the settings of the physics simulation, the cache is normally cleared. Then, when the simulation runs, the line fills up and the data is stored for another run. But when you start the simulation in the middle or scrub the timeline, then the data for the previous frames are missing or there can be gaps.
Sometimes, updating the cache doesn't work properly for these gaps and the simulation goes wonky. But you can refresh the cache manually:

make sure the simulation starts at frame 1
or make a dummy change in the settings to force a refresh
or if this doesn't help, bake the cache. This calculates the simulation data and saves it in the memory (or to disk if enabled) until you free the cache again. You cannot change the settings until you free the cache/delete the bake.

Also, make sure the length of the cache is correct. Like the timeline, most physics caches have a start and an end frame. (Particles don't have these settings).


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Possible to make a material that shows negative version of whatever's on the other side?
kind of like a glass material, except anything that's shown through it is inverted, color wise.
is this possible to do with just nodes in eevee? here's an edit of what I'm trying to go for.

maybe in the Compositor with a mask and a Color > Invert node?

With Lightpath node you can change color to be seen through glass, but I don't think you can get completely negative result... or you can try a negative light combine with this trick ... if it does something ... I don't have a time to test it now ... but I guess +1 to moonboots for Compositor would be the fastest way ...


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Volumetrics + Composition creates lots of noise in cycles
Why does my render look like this?
What setting do I need to increase to solve this?
This started happening when I added the volumetrics. Here is my nodemap:
And here are my render settings:

This is what my render looks like without the volumetrics. It's like I can't have both at once:

So there is an object in the scene with a volumetric shader, right?

@Akshay2005 yes, just a principled volume

What does it give without the denoise?

@moonboots no different from the first image


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Having trouble with eyebrows clipping properly

Im trying to rig the model's eyebrow which is a separate mesh. I tried data transfer so the face and eyebrow would be in perfect sync but it didn't work and I cant figure out how to get the weight paint on the face just right so the eyebrow stops clipping. I don't know what else to try

Add a Solidify modifier to eyebrows, to avoid clipping with thickness.

I dont know what that did but it just made things worse. It stretched out and got thick. The eyebrows just completely deformed.

Check and recalculate your normals (Shift N) and Apply rotation and scale (Ctrl A).

uhhh I dont know how that helps.... like I said in the main post they're separate meshes. The eyebrows clip into the head when it moves. I want to make both parts follow each other like its natural to avoid clipping....What do normals have to do with it?

Inverted normals can twist when using solidify modifier.


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How to take a model having animated texture on it to glb/gltf?
I am trying to convert an animated texture to glb/gltf from blender to Goviee addon
but every time only the model gets converted to glb and texture cannot be seen why so?


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Deeper bevel (geometry nodes?)

Is it possible to achieve this effect (strong recess) using modifiers or geometry nodes? Unfortunately, the bevel does not help much, it cannot be forced to deepen. I tried using geometry nodes, but after a few hours of making and searching the web, I gave up.

Can't you simply select the centre loop of edges and scale it inwards?

depends a lot on how much you want to generalize this...


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Export .GLTF + .bin + texture - Folder Structure Customization in GLTF Export - is it possible?
I'm currently interning at a company, and I’ve been tasked with researching the transition from using .glb files to .gltf files. I was wondering if it’s possible to specify the folder structure for the exported gltf files.
For example, I’m looking to export the files in the following structure:

Is this type of folder structure possible, and would the URLs in the "images" and "buffers" arrays be automatically updated to reflect the new paths?
:)

A .gltf file is a .json and you can change the URIs after the export. The Blender glTF exporter has an option to specify the textures' location, but for changing the .bin buffers location, you will have to monkey patch the exporter.
{
   "images":[
      {
         "mimeType":"image/png",
         "name":"wood_texture",
         "uri":"textures/wood_texture.png"
      },
      {
         "mimeType":"image/png",
         "name":"metal_texture",
         "uri":"textures/metal_texture.png"
      },
      {
         "mimeType":"image/jpg",
         "name":"fabric_texture",
         "uri":"textures/fabric_texture.jpg"
      }
   ]
}

{
   "buffers":[
      {
         "byteLength":500000,
         "uri":"models/my_model.bin"
      }
   ]
}


text:
No textures, shading, surfaces are being exported to gltf
I am using blender - for the first time/newbie - (version 4.2.2) and downloaded a blender file from https://www.blendswap.com/blend/14371.
This file contains a collection of objects used to draw the keyboard which should look like this
I opened the blender project which contains all of the individual keys, connectors etc

I am trying to export to gltf so that the surfaces, colors and shadows are all preserved.
When I export the using the gltf2.0 exporter I get a blank/white render with non of the detail:

What I have tried:

read https://docs.blender.org/manual/en/2.80/addons/io_scene_gltf2.html

tried the suggestions here: https://iconscout.com/blog/export-gltf-files-from-blender

and here: https://docs.zap.works/designer/3d/exporting-3d-models/

I have converted all objects in the collection to mesh by selecting the collection and right click > convert to mesh

As per the blogs and manual, I have selected one object/layer as a test and ensured that it is principled BSDF

but when I export it there is no text, shadow, nothing only a white frame. The base color does change if I change it to another color - without the shading.

On export I've tried glb/gltf separate/gltf embedded and all with the same result.

What do I need to do or am I missing to render something like the image above with the colors, shading etc?


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Continue baking after changing modifier and adding a new object
blenderers!
I want to write a Python script to simulate two clothes being dropped on top of a cube. Here are the steps that I want to take:

I want to drop the first cloth and simulate the physics for 200 frames. (frame 1 to 200)
Then, I want to freeze the cloth as a solid hard object.
The second piece of cloth is now added. It will drop on top of the first cloth (which is now frozen) and the cube. The simulation will continue for 200 more frames (frame 201 until 400)
Then, I want to freeze the second cloth as a solid hard object, just like the first cloth.

I have many problems in doing so. Here are my main concerns:

properly managing the start_frame and end_frame when baking, and the cached object memory
changing modifiers from cloth to a solid static mesh creates more issues.
Is it possible to bake the result after step 2, view it, and then continue steps 3 and 4, and then continue baking the rest of the model?

Would you please guide me on how such a procedure is possible? I couldn't find relevant material anywhere online. Your help is greatly appreciated <3

"1. properly managing the start_frame and end_frame when baking, and the cached object memory" - Don't. Just apply your cloth modifier and move back to the first frame. "2. changing modifiers from cloth to a solid static mesh creates more issues." - What are the issues? "3. Is it possible to bake the result after step 2" - yes, of course, just stop the script there and run another after you view it? It seems you have a specific job to do and ask for a step-by-step tutorial, but this is not how BSE works :) Take a look here: https://blender.stackexchange.com/tour

To "freeze" the cloth and make a static mesh, you just need to apply the Cloth modifier. Maybe make a backup or work copy first. For the backup copy, you can disable the Cloth modifier with the monitor icon right next to its name (or scripted: object.modifiers["Cloth"].show_viewport = False). If you want to have a collision of the static cloth 1 and the simulated cloth 2 you also need to add a Collision modifier on cloth 1 after "freezing" it.

Also good to know: there are several application handlers. Check out the object_bake_xxxxxx ones to deal with the baking background job. If you want to have a quick preview you can do a "rewind" (set frame to 1) and use the frame_change_post handler to stop at a given frame number so the simulation doesn't loop forever and you can check the final result.


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Copying mesh modifications to other faces of a composite platonic solid
I've made a hollow dodecahedron model containing five inscribed cubes, it looks like this:

The next thing I want to do with this model is "braid" the star shapes formed by the cubes on each face of the dodecahedron, sort of like a Celtic knot. I want to make this braiding look exactly the same on each face and I have no idea how to copy such a mesh modification across faces given the different angles and different cubes involved in each face. If I make the mesh changes I want to make on once face, does anyone know how to copy these changes onto other faces? I'm pretty new to Blender and I have no idea how to approach this problem.

Each face is a shape repeated 5 times (a 1/5th of a pentagon if you will). And each face is identical to other faces. That means you can model one 1/5th of a face then repeat it. I'll try to write a full answer with a bit of not-too-hard geometry nodes. Is there anything inside the solid or is everything on the faces ?

That's a great idea! Each face has some thickness to it since I want to 3d print this model, but the solid is hollow inside that.


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Weight Paint - Unable to change weight painting
I am trying to do Weight Painting for my human model.

Selected armature.
Selected skin.
Went to "Weight Paint" environment.
Selected one of my bones by Alt-left click.
I noticed a lot of weight painting in areas on the palm outside the thumb that aren't supposed to be there. (1.png)
I cleared all the weight painting in the areas that I don't want the paint to be. (2.png)
I moved on to another bone to clear the weights I don't want. (3.png and 4.png)
I returned to the original bone in 1.png and found extra weights there even though I had removed those extra weights earlier. (5.png)

How do I prevent these extra weights from appearing? Thanks in advance.


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How can I see frame keys of the material?
I forgot the key combination for it

You need to press i to create the default keyframe (K to choose the wanted transformations, ShiftK to set the default keyframe). In order to see the keyframe in the Dope Sheet, if you've activated the Only Show Selected option (image below), you need to select the object that has the material:


text:
No display device besides ACES on color management
I've been having trouble with colors on my scenes while trying to Texture Paint and as I searched for answers, people often talked about changing the Display Device and View Transform of the Color Management Tab. They said to switch to sRGB or others but I don't have any other option than ACES.
Is there a way to add other display device?
Thank you

What rendering engine are you using?

Do you have OCIO installed (possibly by another app)?  If Blender sees the OCIO environment variable pointing to an ACES profile, it will use that instead of the built-in sRGB/Agx color config.  You can check by going into a command line and do echo %OCIO%.

@Jakemoyo I'm using Eevee!

@MikePan Oh I did have OCIO installed from another app! I deleted the file and the colors work now, I have access to the sRGB display device! Thank you so much!


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Ability to control individual XYZs of mapping node
So, I know about the Separate/Combine XYZ nodes, but they're a little cumbersome & annoying. Is there an addon or something I could get to have my node look something like this? (mockup)

I just want the ability to influence specific axes directly. let me know if there's some other alternative as well!

Build a node group that looks like that.

From a technical standpoint, I don't think that it's logical to have both the vector input and the components exposed at the same time. It just wouldn't make sense and I don't think you could do that even if you make a custom node group as stated by @DuarteFarrajotaRamos
Either you chose the vector only or components only, you can't have both.

@mqbakamqbaka True, there may be some potential undefined behavior. One would have to define how they are combined, but from the user standpoint it may always seem arbitrary

You can not. Mapping does exactly what it is designed to do - work with vectors. Adding float sockets to it will be nothing more than a crooked crutch. You need more good organization of your node trees than a node like this.
So the best thing you can do is create a group that will do exactly what is expected inside:

One might want to convert rotation values to radians since user is likely to enter degrees. Math node has a function for that.

I have a question : In the second node group, how did you add those black dots that act like separators?

@mqbakamqbaka You can add empty inputs in the node group.

Yes, but how? When I add a new Input, it always default to a float grey input and I can only change it to the Vector, Color or Shader type, I don't know how he did this.


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Compositor Vector Blur is messy and inaccurate (EEVEE)
Not sure what info I can put. My setup is identical to the resources I've found, except mine doesn't work. My version is 4.2.1 LTS, and I'm using eevee. The blur looked significantly less choppy until I added some extra camera movement. The objects are just two small emissive icospheres; the prior movement these objects make looks fine, but it seems this choppiness and artifacting begins to occur at a higher speed(?). The objects are not obscured by anything, and there are no volumetrics or anything that should be physically interfering with them aside from their own movement. They do not rotate at all.
The objective is to give these two objects motion blur, without giving that effect to anything else. Raytracing is enabled, Motion blur is disabled, render is 64 samples...
Here's what it looks like:

Here's roughly what it should look like (edited):

Other view layers taken out for simplicity.

Looks like a bug? Bugs are off-topic. Can you share your blend file https://blend-exchange.com


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Get perimeter of a plane (Geometry nodes)
I've been learning geometry nodes and am working on a room layout generator, and my floors turn out like this:
I want to extrude the mesh upwards to create a volume, but the extrude node also draws faces with all the interior edges, so how do I differentiate the perimeter of the plane from all the vertices/edges on the inside?
I'm looking for a way to either merge/dissolve everything except the perimeter so the extrusion is clean and the inside is hollow, or to isolate just the perimeter as what gets extruded.

Perhaps also useful: https://blender.stackexchange.com/q/299475/60486

is this what you wanna achieve?

Yes! this was perfect. thank you.


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Cannot model front headlight housing
I am a beginner in 3D modeling, and I need help creating the shape of a part. Currently, I am trying to model a 2012 Pagani Huayra car, but I am facing some difficulties. I am struggling to create the housing for the front headlights. I would greatly appreciate it if someone could help me with this part and explain how to make it.


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Driver using a scripted property isn't working
I have this script that works the way I think it should, it reads the input of an Xbox controller's A button, then changes it to 1 or 0 if it's pressed. You can then see the number updated in a menu in the tool panel on the 3d viewport.
The problem is that when I try to use this property in a driver it always reads 0 and never changes even though the panel I copied the path from shows the property changing values when I press the A button. I don't understand if this is an issue with my script or with the way I'm trying to make a driver
import bpy
import XInput

# Define a custom panel
class SimpleNumberPanel(bpy.types.Panel):
    bl_label = "Controller Inputs"
    bl_idname = "VIEW3D_PT_simple_number_panel"
    bl_space_type = 'VIEW_3D'
    bl_region_type = 'UI'
    bl_category = 'Tool'

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

        layout.prop(scene, "simple_number")

# Function to update the number property
def update_number():
    print(bpy.context.scene.simple_number)

    controllerState = XInput.get_state(0)
    if XInput.get_button_values(controllerState)['A']:
        bpy.context.scene.simple_number  = 1
    else:
        bpy.context.scene.simple_number = 0

    # Redraw all areas to update the panel
    for area in bpy.context.screen.areas:
        if area.type == 'VIEW_3D':
            area.tag_redraw()

# Register the panel and property
def register():
    bpy.utils.register_class(SimpleNumberPanel)

    bpy.types.Scene.simple_number = bpy.props.FloatProperty(
        name="A Button",
        description="A simple number",
        default=0
    )

    # Start the timer to update the number
    bpy.app.timers.register(update_number, first_interval= 0.1)

# Unregister the panel and property
def unregister():
    bpy.utils.unregister_class(SimpleNumberPanel)
    del bpy.types.Scene.simple_number
    # Unregister the timer (by not re-registering it)

if __name__ == "__main__":
    register()
```

That seems rather an odd thing to do but I feel like it should work. I remember a motion capture plugin that must’ve worked in a similar fashion.

Erindale has created a node group to work with a Gameboy controller as part of a series on Geometry nodes. Apparently it only works with Windows PCs but the tutorial to get and use it is here.

Chat GPT generated script?

Okay so I will check out Erindales addon, I really freaking youtube showed that to me the first 100 times I searched for "use a controller in blender". Looking at just the description of the addon it looks like he too may have encountered this and worked around it by just manipulating the transforms and then making drivers off of those.


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Error menu in blender

When I try to extrude some faces, why don't the extrusion options appear in the menu when I click?

They should appear if you click and hold the mouse button down on the icon. You can also use ALT-E to bring up the menu or use the Face menu on the top toolbar.

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

Gracias por la recomendación, además, en blender al darle ALT+E me sale solo una opción, pero al mantenerle oprimido por un rato si ya funciona, disculpen la novatada soy nuevo.


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No image after import Sketchfab to Blender
After importing my file from Sketchfab into Blender I don't get a view. I tested with other files and then there is no problem. Anybody any suggestions?

Select 'Item' from the right sidebar. What scale, size and location is shown? It looks as if your object is very small. Try scaling it up with the 'S' key.

Thnx for the tip but even when I scale no image :/

I think we'd need to see the Blend file in that case. You can upload it to https://pasteall.org/blend/. Don't forget to put the link to it in a comment or in your original question here.

https://pasteall.org/blend/728e3f0045db4f529dd08310e1d88474
Thank you for checking! :)

Well I finally managed to find your model in Blender. It actually imported as a very large size (615 x 686 x 298 Meters which is a bit big for a shirt!) and way off centre. I'm not familiar with importing from Sketchfab, but I suggest reading right through the docs here and see if that gives you any clues. Good luck!


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How can I join this head model to the body without losing detail?
I’ve been working on this model for the past two weeks and am finally ready to merge the body to the head, however, using remesh (even at the lowest voxel size) would absolutely decimate any details on the face. Any alternate methods?

You could join them and then try to use dynamic topology to "remesh" them at only the seam where they intersect. But I have a feeling that will be not very clean. I think that ultimately Join -> QuadRemesh -> Multiresolution -> Shrinkwrap to original joined mesh is the best bet. It's called reprojecting in Zbrush, this is basically that technique.

The problem with that method is that Quad remesh won’t work on a non manifold mesh, and in my case, my mesh in extremely non manifold haha

Then it looks like its manual retopology for you :D.

I don’t mind manual re topology at all, I’m just hoping the transition between the neck and body will still look smooth and natural.

If you retopologize and then reproject you might have to smooth things out  a bit but it should be manageable.