text:
Get operator command from context menu?
Here is what I need to do: I need to add a button to this context menu (the one you get when you right click on any button):

like the one I added here at the bottom. I am using this code from the blender docs to make that work. Now I need to be able to reference the blender command from the button that has been clicked on and use that in my code. I have been looking for the source code for the Copy Python Command button that is shown above my custom button, but I haven't been able to find it. That button pretty much does the same thing that I need to do, so if anyone knows where that source code is, or just how to implement something similar, I would really appreciate it!
Thanks!

The answer is in the example code.
When executed over the splash screen button, it prints to console
Note have added
def dump(obj, text):
    print(text, obj)
    ...

to the dump method to inform which of the button context members are not None
button_operator <bpy_struct, WM_OT_splash at 0x7f474dff47e8>
<bpy_struct, WM_OT_splash at 0x7f474dff47e8>.__doc__ = None
<bpy_struct, WM_OT_splash at 0x7f474dff47e8>.__module__ = bpy.types
<bpy_struct, WM_OT_splash at 0x7f474dff47e8>.__slots__ = ()
<bpy_struct, WM_OT_splash at 0x7f474dff47e8>.bl_rna = <bpy_struct, Struct("WM_OT_splash") at 0x7f477da08e48>
<bpy_struct, WM_OT_splash at 0x7f474dff47e8>.rna_type = <bpy_struct, Struct("WM_OT_splash") at 0x7f477da08e48>

Going by blenders naming convention the class instance above of WM_OT_splash correlates to window manager operator type splash --> the registered operator bpy.ops.wm.splash() with bl_idname = "wm.splash".
Ok can change up the script to get the operator from the button context.
def execute(self, context):
    op = getattr(context, "button_operator")
    if op:
        print(op)

    return {'FINISHED'}

Lets run this new code over the run script button
<bpy_struct, TEXT_OT_run_script at 0x7f9606bf4a68>

Looks familiar off to the python console. Examples of the active operator (last registered operator run) and how to get the options used in the last run of the operator.  IMO the py console is a great place to peck around and work out how things work.  The example script that prints the dir of available properties is another
>>> op = C.active_operator
>>> op
<bpy_struct, Operator("TEXT_OT_run_script") at 0x7f4755ffa708>

>>> op.rna_type
<bpy_struct, Struct("TEXT_OT_run_script") at 0x7f477c30cde8>

>>> C.window_manager.operator_properties_last("text.run_script")
<bpy_struct, TEXT_OT_run_script at 0x7f9606bf4b08>

To get there quickly, Feel there is a nicer way to do this, anyway
Get the operator, get its bl_idname from the class name.
If there is a property attached to the button it is reflected in the button context. From the operator get its properties (minus rna_type) to find which belong to the operator.
Get the operator from bpy.ops invoke it and use the settings of the button.
Following writes info re the operator and also invokes it.
def execute(self, context):
    op = getattr(context, "button_operator")
    if op:

        foo, bar = op.bl_rna.identifier.split("_OT_")
        keys = set(op.bl_rna.properties.keys()) - {'rna_type'}
        kwargs = {k : getattr(op, k) for k in dir(op) if k in keys}
        print(foo.lower(), bar, kwargs)
        op_callable = getattr(getattr(bpy.ops, foo.lower()), bar)
        # run the op
        op_callable('INVOKE_DEFAULT', **kwargs)
    return {'FINISHED'}

Which if run over the add custom property to workspace in 3D view UI, prints the following to console
wm properties_add {'data_path': 'workspace'}

and runs the operator adding a new custom property to the workspace.

Great! This is super helpful thanks for taking the time to respond. It is a great idea to just use the class instance naming convention. I am worried though, what if there is some external add-on with operators that isn't using this convention? I guess I can check to see if a operator follows that naming convention, but it might limit the amount of buttons this works for. Thanks again!

Will find when registered a class is given class name from bl_idname , the SimpleOperator example in the templates is an example.  When registered it is  bpy.types.OBJECT_OT_simple_operator`

Works like a charm thanks!


text:
MultiFile Add-on with single python file
I am making an add-on in blender that has one python file. In the past, I have been able to just import this add-on as a single python file by itself, but I need to use a .zip file for this because my add-on needs a .blend file to work. I have tried installing my current add-on as a zip with files as so:
addon.zip:
--addon.py
--addon.blend

But the add-on doesn't show up in Preferences. How do I make this work?
Thanks in advance!

https://blender.stackexchange.com/questions/39745/addons-only-some-zips-will-install

Please see the included add-ons that come with Blender as examples. If you are on Windows, that will most likely be C:\Program Files\Blender Foundation\Blender [version number]\[version number]\scripts\addons\
If you go to any of the folders there, you will see what would be in the zip file if it was a zipped addon:

The main addon file is __init__.py, you have to have one like that.

source: Stack Exchange

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

sort: votes


text:
Blender Python Script calling DLL
I am trying to run a simulation in Blender (headless) using a Python script which calls a C DLL through ctypes.  I don't understand the threading.
If I run the python module standalone (outside of Blender) it executes the script and the C calls in the correct order.
When I run the script through Blender the C calls are made in a different order. The C calls appear to execute before the Python script in the logs.
Any insights would be appreciated.

How and when are you making the calls and how are you monitoring/debugging the call order?

I am using using standard out in the python module and in the C dll. I believe the problem has to do with the global interpreter lock.  I am going to look in the Blender code and see how it does callbacks.

The confusion was due to the logging buffer in Python resulting in timing differences from standard out/error between the C dll and in python. Always use flush=true in the Python print function if working with C dlls.

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


text:
How to smoothen out a pit in a curved surface
TL;DR: What is the best way to make the selected part in the image an as smooth as possible extension of the surrounding curved surface?
I've been searching extensively the past hour, but cannot find the Q&A that I am looking for. I am trying to smoothen out pits in a curved surface. This is my mesh:

I have been asked to create a snap fitting for an airpod from this 3D scan. To do so, I am gonna subtract the shape of the airpod out of a bigger block. But to to that, I need a smooth surface to start with. I can not make a snap fit from an airpod with pits (you wouldn't be able to press the airpod in the snap fit).
I tried doing a limited dissolve, after which I deleted all the surfaces that were part of the pit. The hole that is created this way I tried to fill with the Fill and Grid fill functions, but this either gave non smooth or irregular surfaces.

For editing 3D scan data I'd recommend using MeshLab. Remove the problematic areas in Blender, export it for instance as .ply and open the mesh in MeshLab. Use Filter > Remeshing, Simplification and Reconstruction > Screened Poisson Surface Reconstruction to fix the mesh. Export the mesh labeled Poisson Mesh.

Thanks mate, I was looking for a quick fix and did it with sculpting for now. My client didn't have any time to lose and I had no time to install MeshLab, I will definately remember this for next time.

One way is to use the Cast modifier.

Select the area you want to 'smoothen' and add it to a vertex group (I named it ball part)
Add a Cast modifier set to Sphere and limited to the vertex group.
Use the Factor, Radius and Size sliders to correct the shape.

Thanks :). But I ended up using the sculpt tool, the result did not have to be super accurate so even with no experience at all I kinda managed to do it that way. Only after I was finished I read your comment :(

You're right, sculpt tool is a very good solution :). Good luck with your project.


text:
Need to figure out how to lock model meshes to a single axis, regardless of Mode/tab within blender
So I'm trying to modify a model mesh for a video game, Team Fortress two, and I'm taking two meshes to combine into one, but whenever I seem to load in a model into this program and want to switch between object mode and edit mode, the meshes themselves go from one axis, to an entirely different axis altogether, forcing me to readjust my viewpoint constantly, (which is not only just disorientating and annoying but for whatever reason, I have to mess around with the viewpoint without scrolling in too much, otherwise it makes panning the viewpoint impossible.
This is bothersome as it is, but recently this one mesh that I'm dealing with within both object mode and edit mode just rotates the head 90 degrees inside of edit mode, and makes it impossible to properly adjust some of the edges when I cannot line these two separate models together.
OBJECT MODE

EDIT MODE

(Additionally, setting the other object here into edit mode, sends the mesh group to align with the x Axis, completely different to the head piece that is just seemingly stuck facing the Z axis.)
Is there any settings I can set at all that locks ALL meshes and vertices to a single axis regardless of what mode I set blender to? I'm having a really difficult time right now, and I'm not ready to merge these two objects just yet. So any info helps, thanks.

i can't see the hole UI but i think that's a pose mode issue, try to select one of this dots, go to pose mode, select all bones A than search, with space, and type 'clear pose' and select something that looks like to : Clear Pose Transforms

Sorry for the Delayed response, but the model I have highlighted has no form of skeleton or anything and is merely a mesh that seems to rotate 90 degrees along the Z Axis. The skeleton dots you see is from the other model, not associated or conjoined to the mesh shown in the pictures rotating.


text:
is it possible to view video before drag in the editor?
Blender video question :
Is it possible to preview video files without drag'n drop them in the video sequencer editor ?
Thank you.

Not in the way dedicated video editors/ compositing apps like premiere, AE, openshot, or others allow, no I don't believe so.

Yes, thank you :)


text:
How become shadow catcher more strong
I´m using hdr lighting and a real picture with shadows (with shadow catcher method). The problems is the shadows produced from HDR is clear more then background picture. I´d like to obtein the same shadow or like, in the picture.

you can use Passes/Layers:
Pass 1: Background
Pass 2: Shadow Catcher + Holdout Shader for Object
Pass 3: Object with transparent Background and no Shadow Catcher
Then in your prefered compositing solution you can ramp Pass 2 for a darker shadow and combine then all.


text:
Why isn't the vertex moving the face of the object?
Hi I'm just learning how to use Blender and got stuck trying to add vertex points to an object that aren't changing the shape of the object.
I know if I press F I can add a new face from the selected vertices.
But is there a more efficient way of doing this? When I add a new face I now have to delete the one under it.  Is there a way to add vertices that are already connected to the face of the object.  (sorry if I'm not using some of these terms correct)
Here's a screenshot of the vertex I added by subdividing two edges, connecting those two vertices, and subdividing that new edge.

Hello :). This question keeps popping up as unanswered. Please mark one of the answers as accepted ✓, or post your own solution. Just to keep the site nice and tidy. Thanks :).

You almost got it right.
Just use J instead to connect the vertices.
1. Connecting vertices across a face
Vertex > Connect vertex path
Shortcut: J

2. Connecting free floating vertices
Vertex > New edge/Face from vertices
Shortcut: F


text:
Object can be seen through face texture
I can't find any solution. I have created a scene from some of my assets of a room where wall's upper part is made by single face. I've snapped them together (inside part and outside part) but their texture is glitching through each other. I've could sovle that by deleting one part of them but that would make another issue after exporting the scene whould be from one side transparet. Also noticed when I've snapped some object to the inside face part the object is glitching even through the outside part (seen on picture).
Is there any way how to solve it without deleting faces?
Thanks for any response.

Z-fighting - make sure the surfaces don't overlap - move the shields slightly away from the wall.

That funky pattern is called "Z-fighting" - it's what happens when 2 faces are in the exact same spot and blender can't tell which one to put "in front". Move the object(s) slightly forward (even .0001 will do).

It helped quite well. Thanks.


text:
Delete instances on particular points
I have this geometry setup and I’m wondering what would be an easy way to delete points where I have cylinders (red points)? Basically, my goal is to make space for the cylinders and not overlap with the other circle.

Hello and welcome Licheff. A .blend will help a lot because it's a bit fastidious to have to copy by hand your set up. You can upload it here: https://blend-exchange.com/

Using a Geometry Proximity node, you can compare the distance of your points to the faces of the cylinder instances, and delete the ones that are too close:

Be aware that realizing instances and calculating the distance between each face and the distributed points is a relatively expensive operation. Feeding Geometry Proximity with the resampled curve you're putting your cylinders on would be faster—1.1ms vs 0.12ms in this instance, so about 9 times faster. However, since that would not take into account the 3D animation of the cylinders (you're not looking at their faces in 3D, just their origin points), you either have to widen the open zone around the deleted points so the clouds would be smaller, or be OK with cylinders penetrating the clouds:

Thanks a lot! I was looking at the proximity node and the capture attribute but I couldn't figure out the right order to connect them. Since I removed the X rotation of the cylinders, I think the solution without realizing the instances works okay. Thanks again!

@Licheff You're welcome. Also, just realized that you don't actually need the Capture Attribute node here at all, since the positions are already accounted for in the Delete Geo calculation and nothing happens to them in between.


text:
Use random uv on instances - geometry nodes
I have a simple geometry node setup, where I instance objects on a mesh line. My issue is that the shader is exactly the same in all instances. My question is would it be possible to randomize it somehow?

Hello, are you using Cycles or Eevee ?

I'm using Cycles.

Did you try to use the Random per island node in the shader to offet the textures?

Also if your usecase is only to do that , you should try the default array modifier, it has a builtin UV offset setting

It seems likely in your case that it would be more economical, and simpler, not to realize the instances in the GN tree?..
If so, at its simplest,you can store the index as a named attribute on instances:

..and let the shader do what it will, with the per-instance number, calling it up as an 'Instancer' attribute:

Here, the instance-index is used to look up the colour from [a
multiple of (index,index, index)] vector  in a Voronoi texture. The Index could equally be used to offset U and V in an Image, or in any other texture lookup.

If you want the input geometry's UV to survive on its GN-Generated instances, you can capture it:

... and then call it up explicitly as a 'Geometry' attribute, in a shader:

Here, the instance index is used, crudely, to offset the original geometry's UV by a little in X, per instance. The offset could be organized, for example, to pick up a different value for every note in a stack, from an appropriately tiled Image texture, or a mapping of the index could be used as a factor to mix between textures.

your solution seemed to work, but I also had to mix the UV map with the attribute node. I would assume it's because my object is unwrapped and I'm also using image texture.
I'm added the realize instances nodes, because I'm also using Noise to distort the instances.

@Licheff If you capture any attribute-per-instance before realizing, I think you should be fine.. (Index is plain) you can use it to offset UV's in the shader.

as soon as I add the realize instances node the textures start repeating on each instance. I couldn't figure it out.

I figured it out - I had to set the attribute node in the shader to Geometry, instead of Instancer.

@Licheff Great! .. also see edit, which is about preserving the original plane's UVs on each of its instances.


text:
How to animate mesh visibility/collection visibility fade in or fade out without using material?
I have 50 mesh objects sharing same material. When I fade out visibility using Transparent BSDF & Mix Shader node, all object sharing same material fade out. But how can I animate all 50 object fade out one second after another while sharing same material? Do I have to create 50 materials? How to animate fade in/out visibility of entire collection?
Thanks in advance

AFAIK the answer is no. Not with one material. But you could use animations nodes e.g. or python to achieve this effect without repeating the same boring step to achieve the goal....with...exceptions: E.g. if they are all in a row on x axis you could use that value...

Which property of mesh object should I animate using python to fade out visibility?

I would use material alpha value. AFAIK there is no such property on mesh.


text:
How to make face between two layers of irregular pipe
How to make face between two layers of irregular pipe. I select edges  of both layers and try to make face but I get the face which closes  pipe instead of connecting these two layers to one wall.

with the selection in your first image press W then "Bridge Edge Loops"

You can use the bridge edge loops option in order to combine the loops.
You can find some additional information on the blender Wiki. In order to get a seamless connection between the two meshes both need to have the same number of vertices otherwise some will have multiple connecting edges.
Link

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


text:
texture is different on the geometry than on a plain
Why my texture is different on a plain than on my final geometry?

Because it's mapped differently. The plane has a default UV map, which an image-based texture will use in the absence of any explicit UV unwrap you may perform. The other object doesn't.(It appears to have each face mapped to the entire UV space.)
So you will have to UV Unwrap your second object.


text:
Uneven thickness when using bevel object along a curve
I want to add even thickness to a zig-zagged line.

 Therefore, I converted the line to bezier curve and used another beziercircle as a bevel object. The result is uneven thickness as below.
Any ideas on how to fix it? or other ideas on how to create the pipe-like thickness from my zig-zagged line?

Is the scale of your bezier objects uniform (1,1,1) ?

https://blender.stackexchange.com/questions/56079/how-can-i-make-a-perfect-sweep-with-bevel-object-in-bezier-curve3d-pipe/56115#56115 https://blender.stackexchange.com/questions/53475/how-can-i-extrude-curve-shapes-onto-curve-without-tapering/53486#53486


text:
Wrong View Mode/ All Menus gone
I somehow suddenly landed in a total different environment on blender, most of my menus are gone, I just want to go back to the normal default view with all menus. I saved the file and opened it again, but the same problem appears. I really hope someone can help...

See https://blender.stackexchange.com/questions/55992/accidentally-hit-toggle-full-screen-how-do-i-exit. Maybe you pressed Alt+F10, press it again

try Ctrl + Right Arrow

Based on your screenshot, it looks like you created a floating window.  Try closing the window (click the red or yellow button) to see if your regular workspace is underneath.

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


text:
Blender Game Engine - How i can make my turrets aim the enemy that’s closest to the village?
i am trying to make a TD game.
I need to make my turrets aim the enemy that’s closest to the village and i’m stuck.
My turrets aim the last enemy that enters their firing zone instead of the enemy that’s closest to the village and are in their firing zone.
Any help?

This doesn't help? https://www.youtube.com/watch?v=hzgFS5M7SCo

Thank you for your reply! The video is very useful!

I believe that your question has already been posted and answered on blenderartists here
.blend file here
======================================================================
Additional info:
Q:

what’s the difference module vs script in the logic bricks??

A:

script is for 1 object to use, module can be used by multiple objects, so instead of 1 tower you could connect 100 to it.

#Logick Bricks : (Always -> Python-Module track_to_closest.track -> Edit object - Track_to)
# and a property "track_distance" on the object using this script
# and place a property on the objects you want to track to: called track_to

def track(cont):

    own         = cont.owner
    scene       = own.scene
    track_to    = cont.actuators['track_to']

    ai = [obj for obj in scene.objects if 'track_to' in obj]

    if ai:

        closest_ai      = sorted(ai, key=lambda enemy: own.getDistanceTo(enemy))[0]
        distance        = own.getDistanceTo(closest_ai)
        max_distance    = own['track_distance']

        if distance <= max_distance:

            track_to.object = closest_ai
            cont.activate(track_to)

        else:
            cont.deactivate(track_to)

Whilst this may theoretically answer the question, it would be preferable to include the essential parts of the answer here, and provide the link for reference.

The person who answered the question only provided a link to the blend file (which is enough imo) with no additional information.......I tried to improve the answer by providing the blend file along with the python script and some more info.... hope it's better now

way better. The idea is to make Blender.se THE place to find information about Blender. When you post just a link and the link dies, the answer here loses all value. And the StackExchange model is Q&A, it's always better to have written explanations so others can understand without having to download files. Check [answer] and the [tour] to learn more about the site.

Thank you for the info/tips , I will take that into consideration in the future! CHEERS! :)


text:
Camera problem, i tried everything it just won't render 2D objects
So i tried to make some 2D characters, i created their bones and link them but soon i realized blender have a problem rendering 2D models.
here is a link for my blend file:
https://www.mediafire.com/file/eb1ei73yjwkhx8y/0.blend/file
so, what's wrong with my blend file? I really gave it up on this one, there is no reason for being unable to render 2D models.
please answer me and tell me the reason, what was wrong with it. I am very interested to learn (since i tried even from lighting to anything else without any luck)
Thank you!

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

I opened your file, pressed F12 and this is the result, so nothing is wrong in your file, nor Blender has problems rendering 2D models.

but why when i go to render>render image it appears only a gray image?

@giannis196 Maybe this is a probable reason? Did you search for gray rendering? Blender gpu renders turn completely gray

Whenever i choose cpu or gpu if i go with the mouse render>render image
i only get a gray image while if i press f12 i get a normal image and i don't know why, it's like there is no explain with that...probably blender prefers keyboard than mouse LoL

Oh I see, I didn't understand at first. Maybe you should explicitly explain that in the original question? The question reads as if you think Blender could generally not at all render 2D objects - but if it does render when pressing F12, but not when you select it from the menu, that's a totally different story.

It's a strange behaviour, that I wasn't able to recreate, probably a bug, but you can solve it creating  a new file, going to file > Append, double click on your file, double click on collection, select the only collection present and click append. You can append the world also, to get back the same lighting.

ok, that's weird...does it render from cpu when i press f12 and from gpu when i go to render>render image?
why does it even matter if i do it by pressing f12 or by going to render>render image??

I could render both gpu and cpu, even in your original file. The difference between F12 and menu shouldn't exist at all, probably a bug.


text:
Geometry Nodes: How to instantiate Feathers along Cylinder circumference and Z Axis?
Currently I have a few rows of feathers around a cylinder. I want to be able to:

A. Identify the origin of the cylinder and rotate each feather
outwards
B. Create rows of different feather sets along the Z axis, unrestricted to the cylinder's side segments (considering offsetting,
concentration falloff/weight and organic shapes in the future)

How to achieve it using geometry nodes?

you can use this node setup:

result:

be aware that the top and bottom normals and not pointing to the side (as you might hope)

With a base feather facing -Y/+Y, like this:

A possibility is to use several circles, along a line, then,

get a first rotation so that all feather are facing each circle center: atan2(y, x) makes so all instances have the same orientation relative to the center, and adding pi / 2 because of -Y/+Y starting orientation

combine with a second rotation to align Z of instances to normals (with the degree you want, using the factor input)


text:
Room with Archmesh
I created a room with archmesh, but when rendering with Cycles it´s dark inside, when rendering with Eevee I can see the outside through the window.
How can I fix this?

Can't you just add a light? Or increase the world light strength?

Your mesh isn't set up for physical rendering. There are no holes through which light can pass. The mock window works in Eevee only as an image of a window. That Sun can pass right through geometry and cracks in Eevee but not Cycles. I stuck a Point lamp in the skylight shape and Cycles began to light up. Make a real window hole, then use the Portal found in Cycle's Area lights (the check box won't show up in Eevee). Start with that, ask more if you need to! Welcome!


text:
is uv wrapping required for animation?
I have already unwrapped my character and painted it.
Could I have just painted the polygons if I wasn't using textures?

Nope, you can animate a model at any time regardless if its unwrapped or not.


text:
Whenever I try and render the character, the character just comes out grey
I make ROBLOX GFX creations. I recently just started using rigs. When I try to render the character, the body just turns grey! I am not sure why this is happening.

Thanks.

I fixed it, never mind.

For others can also learn, can you please give the reason.


text:
Edge Loop creates duplicate in 2.8
Using the excellent tutorial by Andrew Price for intro to blender, I reached the point where he is making bendy sprinkles.  Using the edge loop just as he did doesn't bend the sprinkle; it creates some form of extrusion or duplicate, as shown in the screenshot.
What am I doing wrong, here?
Thanks in advance for any help on this question.  =)
BB]1

It looks like, for some reason, the vertices at the bottom of the top cap and the top of the bottom cap have been duplicated -- so there's a "hidden" set of faces in the middle, which you're exposing when you bend the other set out of the way.
If I'm right, fixing it will be easy. There are two options:

If you can still undo the "extrusion": in Edit Mode, select all of the vertices with A. Then hit Alt-M, and click "By Distance". This will automatically merge all vertices that are within a certain very small threshold from one another, removing duplicates. After you've done that, you should find that the loop cut step works as expected.
If you've already committed to the "extrusion": Select the extra faces (the ones that weren't affected by your loop cut) and delete them with X. Then do the same as I described above to merge the extra vertices.

Thanks for the response!  I tried using the merge by distance; it had no effect. I'll attempt your second suggestion.  =)

That did the trick; the ghost is gone.  Any clue why that happened int he first place?

One thing that can cause it is cancelling an extrusion -- if you have a face selected, hit E to extrude, and then right-click, you've cancelled the motion, but not the extrusion itself. So the extruded face is still there, it's just exactly on top of the face you had selected, duplicating all of the vertices.

I'll remember that, though in this case the problem was with a freshly made duplicate having only the one edge loop applied to it.


text:
Unable to select three objects to join
I have been working through a tutorial, and when instructed to select three objects to join them I can only select two of them.  When I try to select the third it toggles the first two off. When I select either of the first two both are selected. What setting have I changed maybe.

Make sure you are holding down the shift key while selecting all the three objects.


text:
Best output file format for Photoshop
I want to use Photoshop for batch processing my images. What is the best file output for taking into photoshop?
I usually do openEXR multilayer when I use Blender's compositor.

Sounds like you already got the best format. It is an HDR based image, will keep real lighting values, supports multiple layers and passes, so can't get much better than that.

EXR is wonderful as the two excellent folks above have noted, except in Photoshop. Photoshop, being a display referred application, will cause you no end of grief with EXRs depending on the information they contain. Difficult to provide a better answer without knowing more about the context however.


text:
What does the use_local_location mean for bones
To test this, I run a test to show the difference of use local location or not.

C.object.data.bones['upperArm.R'].use_local_location = False
      C.object.data.bones['upperArm.R'].head
      Vector((-0.1459999978542328, -0.014370977878570557, -0.0010000000474974513))
C.object.data.bones['upperArm.R'].head_local
      Vector((-0.1459999978542328, 0.0010000000474974513, 0.43700000643730164))
C.object.data.bones['upperArm.R'].use_local_location = True
      C.object.data.bones['upperArm.R'].head_local
      Vector((-0.1459999978542328, 0.0010000000474974513, 0.43700000643730164))
C.object.data.bones['upperArm.R'].head
      Vector((-0.1459999978542328, -0.014370977878570557, -0.0010000000474974513))

It comes out help nothing in the coordinates. Everything stays the same after and before setting the local location. At least, the coordinate will be different after changing the coordinate system.
Can someone provide some insight into this?

Apparently this setting only affects the way the location coordinates are displayed on the Transform properties on the UI.
When True, coordinates are shown using the bone local space.
When False, coordinates are shown using the parent space. (Global for the root bone)
Also note this only appears to affect POSED bones and has no effect when editing bones.
Also this can only be set on unconnected bones.

And I wish I had known about this before I spent my last two days trying to align posed bones...


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How do I grab the active texture on a face in python?
So I'm pretty much done with designing a script to export meshes I (or others within my group) make in Blender for use in another piece of software (VoxelStudio).
Everything has been slow going due to a serious lack of documentation/examples, but I have to say these forums have been a god send, thank you people.
The one last part that's really stopping me from actually finishing the script is working out how to get the ID number of the Texture that's applied to a given material on a given Face.
I can get the active material easily enough.... though that took trawling everywhere to work out how. How do I get the active materials active texture for the current face?
For example:
for i in context.selected_objects:
        i.update_from_editmode( )
        tempmesh = bmesh.new( )
        tempmesh.from_mesh( i.data )
        for f in tempmesh.faces:
            mat = i.material_slots[f.material_index].material
            writeString ( file, '%i\r\n' % ( f.material_index ) )
        tempmesh.free

You can see that I've got the material index easily enough, and the material itself is held in 'mat' within the 'for f' loop. However, the method of working out what the texture index of the current face is still eludes me.
The model is set up with different Materials having multiple textures assigned, each for different purposes. Just no idea how to ask, what texture is showing on this material on that face.

This script will print the names of the the textures assigned to the various materials on the selected objects:
import bpy, bmesh

C = bpy.context
for o in C.selected_objects:
        bm = bmesh.new()
        bm.from_mesh( o.data )
        for f in bm.faces:
            mat = o.material_slots[ f.material_index ].material
            if C.scene.render.engine == 'BLENDER_RENDER':
                for textureName in [ ts.texture.name for ts in mat.texture_slots if ts ]:
                    print( "material_index_{mi}.texture_name_{tn}".format(
                        mi = f.material_index,
                        tn = textureName
                    ) )
            if C.scene.render.engine == 'CYCLES':
                for textureName in [ n.name for n in mat.node_tree.nodes if 'TEX' in n.type ]:
                    print( "material_index_{mi}.texture_name_{tn}".format(
                        mi = f.material_index,
                        tn = textureName
                    ) )
        bm.free

It will print it in the format of "material_index_X.texture_name_Y" (where X is the material index, and Y is the texture name).
You can of course use the texture slot index, rather than the texture name. Or what might be even more intersting, the image path assigned to the image texture you might be using (accessible through texture.image.filepath).

Thank you,
But how do I find out which texture is active on a given face?

Oh, I thought you had multiple textures. For the active one you simply need to access material.active_texture, or material.active_texture_index.

I do have multiple Textures. But each texture is used on different surfaces. I'm trying to figure out how to export the ID of which texture slot is active for a given Face in the mesh as material.active_texture and material.active_texture_index give me the active slot in the Blender UI, not the active slot for the face of the mesh. Or at least they do when I try to use them.

The active texture of the active material on that face should be the correct texture. In Blender Internal this will be easier to pull, while in Cycles it's harder to determine which texture is the "active" texture (unless you mean the one that's active in the node editor).

I worked around the issue. Now instead of having just a few materials and having multiple textures for each and using them in various places, I'm using lots of materials with one texture associated with each. That way when I export, I only need to know which material it is and I'm good. Was a pain to go through and change everything over, but worth the ability to export.
Once I changed the way I was dealing with materials/textures, the rest eventually fell into place.
I'm also using Blender Internal. It just didn't want to pull the Active Texture except from the GUI.

For BI a single material can be assigned to a face, one material can use multiple textures, every enabled texture in the materials texture_slots is used by that material. For cycles a material can have multiple texture nodes, you would need to loop through all the nodes to find what textures it uses.


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Geometry Nodes - Extrude edge by ID
I want to be able to extrude edges of a mesh by ID number - e.g. extrude edge 2 and 3.
Is this possible? I see the selection input socket of the node requires a boolean input, and I saw the post linked below where they create a 'mask' to feed into the socket. How would I build this mask using integers? Presumably, a list containing boolean values like 0,1,1,0 would work. But I can't see a way to build this list.
How can i extrude specific edges in geometry nodes?
Any suggestions?

I figured out a way to parse a string into a list of booleans:

Custom Group (hidden text settings don't matter, as long as they're in sync)

This looks good... How did you input the list? I can't figure that much out :-/

@G.H. when you press N key to open numbers panel in the geonodes tree editor, you will see a tab to specify inputs, you can add a string input here. Alternatively, if you connect an "empty" Group Input socket to a socket of type string, a new input will automatically be created of that type.

Ahh! I didn't see that tab. Thanks.

The concept of using a string to control the individual edges is strictly speaking an abuse of Geometry Nodes, but I'll let it stand anyway ;-)
Anyway, the idea can be refined and improved a bit:

Here I simply replace the number $0$ with a space (Note: Unfortunately you can't see it on the screenshot, but here it is important that you insert a space (␣) in the Replace field!).
The node String to Curves creates an instance, but the output Pivot Point has then the value $(0,0,0)$. After that it is easy to derive a boolean value from it, which can be used directly as a selection.

I was thinking about optimizing my setup for booleans... You probably noticed I set txt box width because it's a simplification of multi-digit numbers

Where does that "Lenght" node come from? I can't find it...

@G.H. This is a vector math node. Here you can find more information if you are looking for a specific node: Can't find the node! Which node is available in which Blender version?

@quellenform, Thanks - the colour threw me off.  In that case, this doesn't work for me. I've tried the same setup, but I find that if ANY value of the string is a 1, then ALL edges are extruded. If ALL values are 0, then no edges are extruded - but there is no individual control. I'm using Blender 3.3.0.

@G.H. Please be so kind and share your blend file. The error can surely be found easily: https://blend-exchange.com/

Here you go:
https://blend-exchange.com/b/jAenxgw5/ - Extrude Edges by String.blend

@G.H. You did everything right, but unfortunately it was not clear in the screenshot (I added a note to the answer): You would have to enter a space in the Replace field for the second Replace String node. This will replace the number $0$ with a character that has no geometry and thus has the length $0$.

You need to pass this list of integers to the geometry nodes setup somehow… You can combine simple comparisons with Boolean ORs:

You can more easily control more points (up to 31) using a ColorRamp node like in these answers:
How can I rotate individual curve points in geometry nodes?
Cycling /looping through a set of index values using geometry nodes to create animation
However, in your case it seems you want to input a list from outside… You can take a look here:
How to instantiate objects on individual/selected points in geometry nodes?

Here's a solution using a binary bitflag integer input.

It can be extended to an arbitrary number of indices up to 10, since it's elevated to 10^input it produces very high numbers. Higher values will produce negative numbers and fail.

Note if there would exist a "String to Value" node and if "Slice String" were to accept a field, this limitation could be lifted and a string input could be used.

Very nice solution! ...but isn't it limited to a maximum of 10 digits?

Yup, it is, unfortunately ! :) If we could slice a string into a field and have a "String to Value" field node I think we could get past this limit, since strings are (theoretically) not limited in size.

This is what I'm doing here except you're smart enough to do it the easier way, you calculate the power and compare, rather than doing a logarithm. BTW, like I mention under the link, you can't start with a 0...

I updated that answer and argue there the maximum number of booleans stored in an integer is actually $7$, not 10! At least unless you're willing to make the first zeroes invisible, in such case it would be 8. np.float32(111111111) == 111111110.0

Indeed, interesting ! Thanks for doing the computation.

Another update, by using base 2 you can store up to 24 booleans.


text:
Transforming UV through Geometrying Nodes
I'm trying out the UV Unwrap node, and I've got it working - but the orientation of the UV is unpredictable, so I'm hoping there's a way to transform it to the direction/scale that I want.
In the image below - you can see that a value for the X scale of 3.3 has the UV aligned one way, but a value of 3.4 has the UV aligned the other way. I want to make sure that the alignment is consistent.

Any suggestions?

You could read a value from the UV, calculate an angle based on it, and reverse rotation of that angle. This will work to align a particular part of the unwrap, but it doesn't guarantee the UV stays aligned in general: it's not a numerically stable process and can bifurcate.

Just checking: Does the answer below help you, or do you still have questions about it?

I haven't had the opportunity to incorporate this into my project, but it appears to work well.

In this particular case, you don't actually need to use the UV Unwrap node.
Instead, it is actually sufficient to put the UVs together yourself:

The procedure here is as follows:

Create a Bounding Box from your mesh.

Separate Min and Max and get the lowest and highest values for the X- and Y-axis respectively, so that you get a constant aspect ratio of these two axes.

Then use Map Range and map the positions into the range $(0,0,0)$ and $(1,1,1)$.

Finally, use Vector Rotate to rotate your UVs around the Z-axis and align them exactly the way you want.

This way you can use any scaling and also align the UVs individually, and the size always adjusts to the longest side.
(Blender 3.2+)


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Objects rendered black in Cycles
I've imported an FBX file containing CAD data from Navisworks (my typical workflow), but this time, it contains a sub-assembly that is rendering black in Cycles.
I've tried applying materials from other parts in the model, checked for overlapping geometry, checked UVs (not entirely sure what to look for here) but nothing seems to work.
Below is a file containing some of the problem geometry, along with some basic geometry.

Thanks in advance.

It's a problem of split normals, you need to go into the Data panel > Geometry Data > click on Clear Custom Split Normals Data:

That seems to have done it! How do I do this for bulk geometry - e.g. hundreds of parts?

I don't know, pressing Alt while pressing the button doesn't seem to work, maybe a script?

I found this script which seems to do the trick:
https://blender.stackexchange.com/questions/147475/clear-custom-split-normals-data-many-objects?rq=1


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Convert dynamic paint canvas to mesh?
I'm messing around with dynamic paint, and wondering if I can convert a frame from the  results of a dynamic paint simulation to a static mesh - similar to baking a texture?
I found a similar question HERE, but it remains unanswered so my expectations are low.

Thanks in advance.

Yes. Apply the modifier at the frame you want.

Ahhh... I missed the modifier - I was looking on the Physics tab for options.
(edit: I can't select a comment as the solution - if you post a reply, I can accept that as the solution)

Yes. Apply the modifier at the frame you want


text:
Apply cutouts pattern to multiple objects
I'd like to duplicate a cutout pattern on multiple objects, but with small adjustments on each new object. For example, the rotation and/or origin point may change.
The image below shows the pattern on one object, and the others that I want to copy the cutout on to.
The triangular section will have the pattern rotated so it aligns with the 90deg corner.
Is there a way to copy the cutout to the other objects, or do I need to re-created the pattern (with adjustments) and subtract the pattern from each panel individually?
Any suggestions?

Does it a real geometry ... Like cube pattern subtracted by boolean modifier? Does exist a reason not to use texture in this scale?

I want to be able to see through the panels. I don't know textures well enough to know if that's possible. But if it's possible that would be great!

How did you created the first one? Seems to me create cube pattern, use boolean modifier for plane should work. Than duplicate cube pattern and use same tech on other planes ... And yes ...could be working probably with texture as well.

That's correct, I was hoping for something easier. There are many planes to repeat this on.

Shader – POM (Parallax Occlusion Mapping)
in some cases you can use a single face with Parallax Occlusion Mapping shader

Inside POM node tree is another Nodegroup POM Iterations ... each iteration generates a layer with offset specified by Strength value ...

there you can increase / decrease number of "layers" depend on your needs to result with a smooth depth illusion.

Shader – Interior Mapping
There is another similar technique ... again just with a Plane. Each side has unique texture, but you can set as simple color for all as well. Blue front frame is image with transparency so if you need thicker or thinner adjust the image.
Note: I wanted to use procedural texture for frame, but  get difficulties to translate position of Voronoi texture that can produce nice grid, but since Random was set to zero it didn't move anymore, so probably with Wood texture it could be working.

This is pretty clever! But it doesn't work as well on a solid object. My object has a thickness, which is important, it's not just for the illusion of depth.

So...? Just add thickness to your base mesh with classic shader ... More problematic would be probably proper shading or .... for very close look the cut holes far from camera ... I'm not saying it is the best solution, works from case to case ... But if you don't want to use boolean, I don't think there is other than procedural texture ... Sure you can use geometry nodes, but doesn't seems to have bigger advantages than classic boolean.


text:
Weird Shadows In Render And Material Doesnt Show Up As Expected
When I render the object, the shadows are looking weird. Also, I expect the outer part of the cable to look like shiny metal, but it is not what I expect.
Can someone please tell me if there is any way to fix these problems.

Could you please show an image of your render settings, or post a .blend?

I managed to fix it by deleting the noise texture of the outer material


text:
When building/compiling flip fluids, I just get a bunch of error s and a weird, partial build
Like the title states, when building flip fluid I get a partial build that can be installed as an add on into blender, but when I try to bake a sim it tells me that it cant find "libblpyfluid.dll" and when I look for any type of fluid file, its missing. Hopefully someone can help, thanks! Here's what I get when building/compiling (I put it in a text file so its much easier to read):
https://drive.google.com/open?id=120t0U87DNAMqeXcSUOBgGHiLs-p6Pjxa

That is nai be a pre release of its latest version and you will have to complete it yourself. I know that can be tricky but there are many blogs which can help you complete it yourself if you are able to find one which suits you and is understandable.

Go the Addons folder and edit pyfluid/pyfluid.py.
Change:
if system == "Windows":
libname = "libblpyfluid.dll"

To:
if system == "Windows":
libname = "blpyfluid.dll"


text:
Why/how are Physics/Cloth mesh deformations linked when an object is copy and paste into new scene?
If I create a Plane Object with a Cloth Modifer and let it fall on a Sphere Object with a Collison modifier, the plane falls and deforms around the Sphere Object as expected when I press Play.
If I then return to frame 1 and select the Plane object and copy it with Ctrl-C,
Then I create a New Scene, and change to that Scene.
And then I paste the Plane Object into the new scene with Ctrl-V.
And then I press Play.
The new Plane Object in the new Scene will fall and deform just like the plane object from the original scene - even though the Sphere Object is not present in the new scene.
Is the new Plane Object linked somehow to the original Plane Object?
Why does the new Plane Object in the new Scene deform?
When I copy and paste an object, what data is duplicated and what remains linked/shared between the original and the copy?

I haven't tried it yet, but even if you don't bake a simulation, usually (parts or all of) the simulation is cached so that Blender doesn't have to simulate again unless settings are changed. So I would suspect that when you copy and paste the object, the cache is copied to the new scene as well.

This is not knowledge, what i am writing here, just thoughts, as it might be in Blender as it is in e.g. programming languages.
It is exactly as you wrote.
If you copy an object with cloth modifier, you would "expect" that everything is "really" doubled. But is isn't. The reason for this that the developers try to "optimize" things like storage (disc + RAM). I know these things e.g. will be done in computer languages. If you "copy" an object, the object won't be really copied but just another pointer will be created and this pointer "points" to the same object (which is physically at exactly the same address). The developers do this because they save time + space for saving the copied object. Yes, under the hood there will be saved some more things like the information whether the object was changed (might be just a timestamp).
But as soon as you change just one property of the copied object, then in the background these "parts" (or the whole object) of that object will be really copied (from the original to the copy) because else there won't be a difference between the original and the copy and you won't "see" your changed attribute. I tried it out and if you e.g. change the quality steps in your copy, then Blender "recalculates" the simulation with that new attribute and it works as you would expect it. Hope this clarifies it a bit and does not confuse you even more.
And if you "think" about it: a copy is a 1:1 copy of the original object. So if it behaves exactly as the other one. This is expected and right behaviour. Although it might not be logical because physically it makes no sense.


text:
Blender 2.82 smoke sim not baking
I did preview with cache type:replay , looks fine in viewport(rendered and solid). But whenever i bake modular or final , it does baking and end result it nothing. No smoke, also i use adaptive domain , that does nothing either(it basically ignored all baking it did). Can anyone point me to where problem might be?


text:
Cycles baked texture is much darker
Im trying to rebake texture from 1 uv to another. For some reason cycles decided to make textures darker then initial image(i baked it before in this same file and it was fine). Bake set to diffuse and only color is checked, no normal maps(its pretty much principled bsdf with color plugged in), no vertex color or anything. I've tried changing color set from filmic to standart, same thing. Oh and normals facing correct way. Here is the image of what texture looks like(right) before bake, and after(left)

what exactly you wanna do?

When you set up your "bake texture" (the one you left selected in materials before the bake), did you set it to sRGB or Linear?

May be your reflection is not correct...

I forgot the tool but it is in mesh...

I'm trying to rebake it, so i can fit few textures into one(basically changed UV layout and baking from one UVmap to another) .     Texture is set to sRGB.

If you are baking the Diffuse, use the Diffiuse node instead on the principled BSDF. It's worked for me.

Hi, thanks for the post. This site is not a regular forum, answers should be substantial and thoroughly explain the solution and required workflow. One liners and short tips rarely make for a good answer. If you can, [edit] your post and provide some more details about the procedure and why it works. Perhaps add a few images illustrating the workflow and final results. See How do I write a good answer?


text:
FBX file not importing/invisible
I'm trying to import a FBX file from Navisworks into Blender, but whenever I do I can't see anything. I can see something in the menu to the right under Scene Collection, but all I get are these lines. I'm new to Blender, if you couldn't tell.

Am I importing the fbx file wrong, or exporting it from Navisworks incorrectly? Is it maybe a problem in Navisworks? I have Blender version 2.81, and Navisworks Manage 2020.

The status Bar says that the Blender file has 99,697 faces. Can you upload a .blend file with similar issues?

If your scene was empty before the import, it looks like stuff is importing correctly as there are objects in your outliner. My guess is that the scale during import is off. The objects might be there, they're just scaled too big or too small to see. Try using the . key on the numberpad, which centers the view on the selected object.
You can also try re-importing, but in the import options start by changing the scale to 0.1 and if that doesn't work, try a larger number like 10.
You can also find some more info that might help here: how to scale imported .obj and .fbx

My scene wasn't empty, it's supposed to be a room with plumbing and electrical equipment. So maybe somehow those elements didn't convert? I tried adjusting the scaling, the only thing that happening was the lines grew.When I import the file and leave the initial cube that's there when you open a new scene, I notice that the orange icon next to the cube and the orange icons next to the other things like the heating hot water return pipes are different. The one next to the cube looks like an upside down triangle, and the other icons are either a camera or a vertex. Would that mean anything?

Sorry, looking at the outliner in your scene and it looks like the import is reading your objects as "empties" and not actual mesh objects. I would go back into Navisworks and try tweaking your export settings from Navisworks. First start with the FBX File Version, try setting that to an older file version. Try also export with and without Polygon Limiting enabled.

I've tried several different versions of fbx and with or without polygon limiting enabled. No idea why they still import as empties. I have posted a separate question as to why they are, thank you for your help.

Have you tried importing the FBX into another 3d program? Something you might give a try is creating a simple single model in Navisworks and exporting that. If that works, then it's your Navisworks file, if it doesn't it could be a blender issue. You might also try using Blender 2.79 to do the import and see if you still have import issues through that version since 2.8+ is still under development.

For other people still having this problem, check Layer Display Mode.

For me, fbx was being imported in the hidden layer. And I was in the Scenes display mode, where everything looked normal for some reason.

I just dragged those files from hidden layer to layers that are visible. I could make the hidden layer visible by enabling some things in the filter.

But in my case it contains auto-rig plugin bone graphics, witch are not ment to be visible like this.

Your model is super small. Scroll mouse wheel to zoom in.


text:
GPU renders colours differently than CPU
When rendering a scene, the colours look very different when rendering using the GPU (NVIDIA GeForce GTX 680) vs. rendering using the CPU. There is a lot more red and the other colours look a lot more saturated on the GPU.
I'm using the Cycles rendering engine in Blender 2.81a on Linux.
The shader uses a complicated formula and plugs the results into the color and density values of a volume scatter material.
What you see is called Mandelbulb.
CPU:

GPU:

Any ideas what could be causing this? Can anybody confirm that this issue also exists on their GPU and is not just related to my specific GPU model/driver version?
Here is my .blend file: http://pasteall.org/blend/index.php?id=52870

Can confirm I'm getting the same issue with i7 7700 and GTX 1070. Not quite sure why though.

My 2 cents is that it is not a problem of colors but a problem of calculations. My best bet is that your cpu stops the calculation on one of the first loops rather than the gpu which goes through all of them, giving different results when the colorramp and density are applied to the volume shader

Maybe the floating-point numbers passed around in the shader have a different precision on the CPU and GPU leading to different floating-point rounding errors and therefore different results. Anyways, I'll just render this on the GPU then.


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Can I registed properties to only one object in blender?
I knew that registering properties is done by:
bpy.types.Object.my_data = PointerProperty(type=my_props)

The problem is that this registers the properties to all objects, I want them for only one object (the selected object for example). Is that possible?

Custom props for ID objects eg   context.object["prop"] = 33 for basic types like string float and int, but not for pointers as demonstrated in question... are only defined on a per object instance basis.


text:
How to receive correct file and directory paths from user?
I want to receive import and export path from user. From this documentation I've known I can give the string property a sub-type which turns it to a file or directory selector, the problem is that they give a wrong path, some parts are replaced by ".." and some parts are not typed at all.
I want to receive those paths from user to use them later when the user executes an operator (by clicking a button when everything is ready).

this is my code:
class myPaths(bpy.types.PropertyGroup):
    @classmethod
    def register(cls):
        bpy.types.Scene.myPaths = bpy.props.PointerProperty(type=myPaths)

    @classmethod
    def unregister(cls):
        del bpy.types.Scene.myPaths

    fileExportPath: StringProperty(
        name="export path",
        subtype="DIR_PATH",
        description="some description"
    )
    jsonImportPath: StringProperty(
        name="import path",
        subtype="FILE_PATH",
        description="path of .json file to import."
    )
    fileName:StringProperty(
        name="output file name",
        description="Write file name without any file extension."
    )

How can I receive correct file and directory paths form user?

I found the solution here. use bpy.path.abspath(path) to get the absolute path to the file or directory.


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How do i change just one side of a mirrored model?
I'm working on a model of a cat and i wanted to give it an earring on one side and a cut in the ear on the other. The problem is i've only created one half of the model and used the mirror modifier. so how will i be able to change one side?

Ah, thank you! I didn't know i had to apply the modifier.

If you want to break symmetry you have to remove the Mirror modifier by clicking Apply. Unfortunately once I'ts done you can't go back, so be sure that your cat has enough details before you apply the modifier.
Another way to do that to keep the mirror modifier would be to add another modifier on the stack, over the mirror modifier. In your case, you could add a Boolean modifier to make the cut, but think to hide this modifier if you want to edit the base mesh if it is high poly, it can slow down blender.

Duplicate the half and mirror the duplicate with Ctrl M And if you use the modifier with Merge checked you get one mesh

They easy solution which i have found is to go in edit mode and select the vertices you want to change and move them to where ever you want them to be

This won't work when the mirror modifier is still there, as it'll mirror the changes. OP specifically asks about creating non-mirrored changes.


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Recent files not showing up in list...How to fix this?
I have looked at my User Pref settings, and have checked the recent file (I have it set at 25)...not sure what is the issue. I have reloaded Blender, used various new versions...tried placing the file on my desk top (versus my wifi B/U network drive)...et me know what other info I can provide and thanks!

Also the recent files list is written to by the most recently closed Blender session window. If you open a bunch of files in different windows but close last the first window you opened that session will store no info of all other opened files and on close will only write one recently opened file.

Also make sure that Blender is opened from that same OS user which was used for previous opening and closing.

Thanks!  Found the file fixed the folder issue (read-only)!  Great info provided

My Blender folder in AppData is read Only as well... problem is that AppData itself is Read Only... as well as the entire Users folder. Solution?


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How to simulate absorption of fluid?
I would like to know how to simulate water being absorbed by a rectangular filter paper aligned vertically where the source of water is above it.

Are you using blender's fluid simulation engine? It allows one or more objects to be regarded as "outflow", i.e. deleting fluid. They must be big enough to collide correctly with your fluid elements, otherwise (especially with low resolution fluids) they will be almost ignored by the passing fluid.

I have never tried this, but the way I would do it is to have your domain cut off the water right when it touches your filter paper (so the water never actually touches it) Then for the second step, you would need to animate a white blotch growing over a black background (in After Effects etc.) then use the animation as a glossy map/mask for your filter paper. I can't think of any other way to do this.


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Parts of wireframe showing in object mode

I'm new to Blender, and when I try and go into object mode I get these weird lines showing up. There's no gap in the mesh, as far as I'm aware, but I don't know how to remove these lines without redoing the model from the waist down.
I've already redone it once as this problem caused the mesh to warp in weird ways and clip through the wireframe. It's a lot better now as the mesh isn't clipping, but I still don't know what caused the problem in the first place or how to get rid of it.

try going into edit mode, select all, press 'W' and then select 'Remove Doubles'.

If that doesn't work link the blend file so we can see if it can be reproduced on our side. I assume you've already tried this but just in case, try restarting blender too.


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Plugin Installation

I tried to install the plugin.
I did
Edit > Preferences > Addon > Install > I put in the file (ZIP) > it says success, but does not show up. Does anyone know a fix?

You have text in search box. does addon name start with that? clear text if not

Also. If this addon is in testing phase, press "Shift" and click "Testing" button to make it also blue.

Click the checkbox "Enabled Add-ons Only"

I don't see how that should work (at least it doesn't on my computer). When the checkbox is disabled it usually shows enabled and disabled add-ons. If you use this checkbox it only shows the add-ons which are enabled. So if the add-on in question is disabled, it should still show up without this checked, but it will definitely not show up if you use this checkbox.


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Transparent problem
I have a problem with transparent image, I have tried to follow so many tutorials but no one has found a solution to my problem. I am using a png image. Alpha clip is on. If you want picture of another screenshots write me.Thank you for answer.

could you share this file with texture? File > External data > Pack resources and sent it here.

If you're using Eevee, for all transparent material you need to go in the Material panel > Settings > Blend Mode > Alpha Blend

Please share blend file, could be different reasons. Thanks.

It looks like you use nodes but you don't. In the Surface tab click on the Use nodes button.


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Is there any way to use an pre-animated animation on a character?
I'm pretty new to Blender, I've got the basics so I wanted to move on to something a little bit harder. I have a pre-rigged character and the idle animation I got is from the site ActorCore (https://actorcore.reallusion.com/motion?orderBy=Relevance&keyword=idle&asset=idle_251087) I was wondering if there was any way to add the premade animation on to my character? Every time I try the bones and mesh get crumbled up. Thanks in advance.

the action will move the bones of your armature as long as they share the same name, if it's the case, you can still meet some problems if the orientation of your bones are not correct, in that case switch your armature to Edit mode and try to roll some bones (Ctrl R 90 for example)

Is there any way I could delete/ un-parent the bones in my character mesh and just replace them with the imported bones of the animation?

sure you can try this


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How do I smoothen a copypasted then X axis inverted mesh and joined mesh?
I want to create an armature for my body and to be able to move its limbs asymmetrically, but to do so I realized the only thing I could do was to delete the mirror tool I had precedently used to make the mesh symmetrical, and then copypaste the mesh myself. I joined it to the original mesh to recreate a full body, but the juncture line is very sharp and I would like to make it smoother, as the human body is, to try and transform it into an as realistic body as possible. The problem is, when I go in sculpture mode, the two supposedly joined body halves are of a different color, and when trying to sculpt with a tool in one half it does the exact opposite effect it did in the other half. This may seem difficult to understand, so you will also find a couple of images that demonstrate what I am talking about. Another very annoying thing that happens is that when using any brush in the juncture line, the two body halves clip into each other making ridicolous curves and angles which result in an impossibility at making progress with the mesh. Thanks in advance for your help

You don't need an armature til you finish the mesh. So finish your character in t-pose first, texture it, make it some clothes, and only then move to rigging part. There is also a symmetry tool available on the n-panel in sculpting mode. But what I suggest you is to buy one good course about character creation for beginners. Don't pray for short youtube tutorials, cause the courses will give you a straight and clear pipeline and an understanding of the process itself. Right now your question doesn't have much sense cause you don't understand the basics. Just don't rush yourself. Start from scratch, repeat some tutorials one-to-one. And you'll get the answer pretty soon. Good luck!

Thanks for your response, unfortunately, I have a null budget right now since I am a high school student living with my parents' salaries, hence I have to learn by myself or by using those youtube tutorials you pointed out. My question made simple is "how should I keep my mesh smooth without the mirror tool?"


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Character model going crazy after parenting
For this first post, I wand to detail a weird issue for my character model. I am new to IK rigs, and I just finished my character. The armature has absolutely no problem. After having parented the model to the armature with Automatic Weights, here's what it looks like.

Hovewer, as soon as I try to move a single leg, here is what happens :

The fist leg does not follow the IK bones, and the other leg stretches abnormally, and the chest follows the deformation. I have absolutely no clue what causes this. I could create a weight map, but my character's UV map has gone crazy too. Should I fix something using the IK parameters?
NOTE : I got several issues while mirroring the bones to the other side. The control bone was absent as I forgot to add .R at the end. I finally fixed this glitch. I think the problem is rather model-related, as the armature does not have any problem.
I can send the .blend file if you wish.
Thanks for your answers.

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

I am sharing it. Sorry for the waiting time

you need to correct the parentage in Weight Paint mode. Your mesh is very high-poly, why don't you keep it low-poly? It might help... Also, are LegFull.R and L supposed to influence the mesh? Because you've let their Deform option enabled... To make the Weight Paint easier, in the Edit menu (top left) disable Lock Object Modes, now you can select both the mesh and armature and switch to Weight Paint mode

too bad you didn't keep a low-poly version, but you can simplify this one easily. For parentage correction you can both use the Weight Paint mode and the Assign button under the Vertex Groups list (Properties panel > Object Data > Vertex Groups)

Thanks a lot for this answer! however, how can I correct the parentage?
P.S. I cannot modify it back to high-poly, because older versions of my model are gone. I will try to weight paint now.

please don't use the Your Answer field, it is made to give an answer, not to comment  ;)

Hello and welcome. Please don't add thank you as an answer, upvote the answer instead. If you feel it completely solved your problem consider marking it accepted


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Unselected object looks strange in sculpt/edit mode

The first image is object mode and second image is sculpt/edit mode. When zoomed in, it's like the third picture.
What's the reason for this?

Hi this is Z clipping, look at the toolbar to View window and try to change Clip Start value if it helps...
If there is not a second object below it that causes it, then it can be your GPU as well

Hi I checked it out but Changing the Clip start value was not solution, and there's no other object below. Well, my graphics card is RX 6700XT Is this the cause?

I have same card and I have same clipping issue in Edit mode (it seems it is GPU card, 6700xt is new and drivers are not optimized perfectly for blender, I already posted it on devs and the solution is to wait to get better optimization or sell it and buy other card... )
But I found solution to make it less visible, you may try it as well (I will post it as answer to use image)

Hi, I am just letting you know that this issue was finally resolved by AMD, you can download beta driver already that fixes this issue here:
https://code.blender.org/2021/11/next-level-support-for-amd-gpus/
This driver let's you use AMD GPU in 3.0.0 but also fixes this Z clipping issue as well

Wow, It's finally solved! Thank you for letting me know like this. I'll try it right away. Thanks for all your help!

No problem I have already downloaded it and Cycles X in 3.0.0 runs 20% faster than default Cycles with this new driver and HIIP

This is what helped me:

Turning of this option will remove those clippings on inactive meshes. It may not be best solution, but it will help

it's solved! I didn't know GPU was the cause.... Thank you

Yea it unfortunately is, I have tried different drivers, all blender versions but it is compability between card and blender, other softwares work fine, Max, Maya, C4D and sketch I have tried... Only blender and this card have some issues together... Lets hope it will be fixed


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How should I get the “add” properties back after clicking?
Sorry if this is somewhat of a noob question, but I want to know if there is a way to get these properties (shown in picture) back after clicking somewhere and getting rid of them.  For further detail, they are the properties that show up immediately after adding a new mesh of some kind.  I occasionally accidentally click, and I hate when that happens, so I do want to know how to get these back without starting over on the mesh.  Thanks so much.

Does this answer your question? How to edit Parameters for an Object after it is created?

Just press F9 to re-open that menu, if this is what you mean. (There is no image in your question)


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How to use Geometry Node 'Point Distribute' with Cycles Displacement
Not sure if this is even possible, but is there a way (using geometry nodes) to scatter points along a surface in a cycles render if said surface has a displacement? (Not only a bump.) As it stands the points are scattering across the pre-displacement surface.

I don't think that this is possible. The geometry nodes cannot access the geometry that is created by the renderer. But maybe there is a way to work with the bump map that you use for the displacement. A invisible displaced dummy object maybe.

You could try with displacement modifier


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How to set up a driver to change value from zero to one every frame
I want to figure out how to set up up drivers that alternate from zero to one every frame. Id also love to know how to do it if i wanted to alternate every 4 frames or possibly value 1 for 4 frames and value 0 for 2 frames or so.
These are the types of patterns i want to know how to create
01010101, 00100100

you can do it like this: "frame % 2" (paste this is the drivers field). this other one is "(frame+2) % 3 > 1"

You shouldn't have deleted your answer Chris, it was only one small change away from being complete.

Python console.
Further to other answers, will elaborate on  using the python console to test driver expressions
For a 1 every Nth frame, using modulus as elaborated on in other answers,
not frame % N

which is the equivalent of
frame % N == 0

Test run in the console, f for frame. A boolean when used in an expression is converted to an integer. 1 is True.
>>> for f in range(1, 10):
...     f, f % 4, int(not f % 2), int(not f % 3), int(not f % 4)
...
(1, 1, 0, 0, 0)
(2, 2, 1, 0, 0)
(3, 3, 0, 1, 0)
(4, 0, 1, 0, 1)
(5, 1, 0, 0, 0)
(6, 2, 1, 1, 0)
(7, 3, 0, 0, 0)
(8, 0, 1, 0, 1)
(9, 1, 0, 1, 0)

replace N with a number for your driver expression, eg every 4th
not frame % 4

Note this can be typed directly into the property field. Prefix the expression with  hash # the first time eg #not frame % 4 to signify it as a driver (turns purple on entering).
Since these are booleans, every 4th or every 13th
not frame % 4 or not frame % 13

For a repeating pattern 000011 it may be simpler to shift the frame to make frame 1 calculate as 0
>>> for f in range(1, 10):
...     f, (f - 1) % 6, int((f - 1) % 6 > 3)
...
(1, 0, 0)
(2, 1, 0)
(3, 2, 0)
(4, 3, 0)
(5, 4, 1)
(6, 5, 1)
(7, 0, 0)
(8, 1, 0)
(9, 2, 0)

Expression
(frame - 1) % 6 > 3

which is the same as
 (frame - 1) % 6 // 4

using mods partner in crime to integer divide modulus result by 4. Only 4 and 5 will produce 1.

Because you are using the frame number, there are two ways you can create the driver.
The easier way is to go to the input field that you want the driver attached to and type in a python expression, using #frame to represent the frame number.
The harder way is to go to the input field that you want the driver attached to, right click, and select Add Driver.  In this case you use frame without the '#' character.  Delete the existing 'var' entry and type the python expression into the Expression input.
I'm going to type frame in the expressions below.  Substitute #frame if you're typing into the input field; Substitute frame if you're in the driver editor.
The trick is to use Python's mod operator, which is represented by the percent sign (%) in Python.  Mod returns the remainder after an integer division.  If you type 7 % 3, python will return 1, since 7 divided by 3 is 2, but 2 * 3 is 6, so 7 - 6 = 1.
The other thing to know is that Python uses 0 to represent false and 1 to represent true, so logical expressions in Python, such as x > y return integer values.
If you want to generate a repeating sequence of N zeros followed by a 1, you can use the following expression frame % (N + 1) > 0.  This is because the mod operator only returns 0 when the number is exactly divisible by the second operand.
Alternating 0s and 1s is a special case, since the mod operator only returns 0 or 1 when 2 is the second operator, so, putting this all together,
for alternating 0 and 1, use frame % 2.  For two 0s followed by a 1, use frame % 3 > 0 as your expression:
As an immediate driver:

As an expression in the driver editor:

Note: If you add an immediate driver, using #frame; when you left click on the field again, blender will show you the expression without the #.  This explains why my first screen shot showed an obviously working driver with what appears to be an invalid expression.

Why the downvote?


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python script console command, poll() failed - context is incorrect
Trying this very basic simple straight forward script, invoked by console command
$ blender --python basic_script.py
#! basic_script.py

# add a primitive cylinder
bpy.ops.mesh.primitive_cylinder_add()
# toggle into edit
bpy.ops.object.editmode_toggle()
# resize, works perfect
bpy.ops.transform.resize(value=(0.01, 0.01, 5))
# move, works perfect
bpy.ops.transform.translate(value=(0, 0, 5))
# rotate, poll()wrong context, What!??
bpy.ops.transform.rotate(value=1.5708, orient_axis='X', orient_type='GLOBAL')

100 possible answers, none of em worked

When rotating in the program itself, blender calls bpy.ops.transform.rotate(value=1.5708, orient_axis='X', orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(True, False, False), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) - not sure how much of that you truly need - perhaps just the matrix transform. I think if you leave it out, you need to set the rotation in radians which requires you to import math..

I tried with full list of attributes, no luck either

@ChristopherBennett, it all works from the scripting tab. I think OP needs to specify a context or set one active before the rotation command.

and I cannot figure out how to set the correct context

Try looking here - https://blender.stackexchange.com/q/69114/75504

it is sooo sad to be stuck for days on something so trivial :(

I agree hangups like these suck from time to time, but hang in there - you'll get it eventually, and when you finally do, it will be like an orgasm, after having gone through so much. I wish I could be more helpful, but unfortunately my knowledge of blender python is only slightly above trivial. I will try to hail other users that know much more about the subject. This has also given me reason to get off my butt and learn more bpy, so I'll use this as a basis for a lesson, and I'll get back to you if I find anything.

IIRC, the bpy.ops are intended to run from the GUI, and bmesh is intended for scripting control

No idea why there is a poll error. Instead would prompt for matrices based solution as answered by Ron.  Somewhat related https://blender.stackexchange.com/questions/214655/rotation-via-python-does-not-the-way-i-would-it-have-expected  https://blender.stackexchange.com/a/214497/15543

I converted your script over to use bmesh constructs. Note that matrix multiplication is not commutative, so $A \cdot B$ is not always equal to $B \cdot A$, and Python for some reason decided to use '@' as matrix multiply.

#! basic_script.py
import bpy
import bmesh # https://docs.blender.org/api/current/bmesh.ops.html
import mathutils # https://docs.blender.org/api/current/mathutils.html

# lets be sure we're in object mode
bpy.ops.object.mode_set(mode='OBJECT')

# add a primitive cylinder
bpy.ops.mesh.primitive_cylinder_add()
# our new object should be the active object, so grab a handle to it
obj=bpy.context.active_object
me=obj.data

# Make a new BMesh
bm = bmesh.new()
bm.from_mesh(me)   # fill it in from a Mesh

# build the transform matrix, order matters
mat = mathutils.Matrix.Diagonal( ( 0.01, 0.01, 5 ) ).to_4x4()
mat = mathutils.Matrix.Translation((0, 0, 5)) @ mat
mat = mathutils.Matrix.Rotation(1.5708, 4, 'X') @ mat

# for v in bm.verts:
#     v.co = mat @ v.co
# Apply the transform matrix
bm.transform(mat)

bm.to_mesh(me)
bm.free()

There you are.... ;) Thank you for helping this user. I'm over here watching some truly awful tutorials, trying to figure it out.

There aren't any good Python programming tutorials for Blender that I've found. The API is too much of a shifting target.

Agreed. Every time I try to learn it, the tutorial I'm watching (or reading) references some method that I don't know. When I go to learn that method, I can't find a tutorial that applies to the current (or same) version of blender, so I just quit. Maybe that should be a goal for future LTS releases - have a standardized API, and a comprehensive changelog for each new LTS release (which then updates the API standard for future releases).

@RonJensen The reason is PEP465, see: https://wiki.blender.org/wiki/Reference/Release_Notes/2.80/Python_API#Matrix_Multiplication and I think this is a dupe of https://blender.stackexchange.com/questions/6101/poll-failed-context-incorrect-example-bpy-ops-view3d-background-image-add ...?

@ChristopherBennett The issue is the concept of the info area. It's basically just a lists of all operators called by the user within the UI (bpy.ops*), which is pretty much useless in this case because all ops needs to be run in a specific context and most of them within the UI. Copy/paste the lines of the info area is no good and has nothing to do with the API design. The API is pretty much consistent over the last few years and there are just a few minor (specific) API changes from version to version. Also the bmesh module used in this answer was introduced in 2012 or even earlier.

Can use bm.transform(mat) to transform all vertices.  Will be far quicker than looping all vertices.  Scale matrix from scale vector S = Matrix.Diagonal(scale).to_4x4()

The API is pretty much consistent over the last few years @brockmann  but if a silly developer like me has to spend literally days figuring out 'why oh why' the context (which btw has not changed) all of a sudden is incorrect, than sure you must question yourself, mmmmmh, might be we designed something not quite eeeuh user-friendly?
6 hours

Again, you can not expect that copy/pasting code from the info area will work out of the box. No matter what it is, all kind of work does take a bit of experience, especially when you are new to something (6 hours is quite ok, I think) @hewi https://docs.blender.org/api/current/info_gotcha.html?highlight=gotchas

@brockmann what is the use of having an info message which you should not use, you might just as well just print: "we have rotated the object", at least like that you know you can't use that info.  It is just strange, cause I have done many script templates so for using the info session w/o issues, and now, because of this rotate context poll(), I am stuck, for over a week now (donno where the 6 hours cam from).  And that hurts,

bpy.ops.object.mode_set(mode='OBJECT')
how to manage it in linux console? I get an error every time if he tries to change the value. https://blender.stackexchange.com/questions/272030/runtimeerror-on-bpy-ops-object-mode-set-if-executed-from-terminal-but-works-in-b


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New vertices added to vertex group automatically
I make a vertex group containing those two edge loops.

Then I make those two loop cuts above and below.

When I select the vertex group I previously made, I see that the new edge loops are included in the vertex group.

How can I make loop cuts without adding vertices to the vertex group?

Seems like there is no way to prevent new vertex assign to near vertex group, even if it's locked. This is due to the gradient vertex weight distribution.
To better understand the mechanics turn on Vertex Group Weights:


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How to loop an object around another
So I am a complete beginner in blender and I am trying to create a boxing ring and I am having an issue with getting the strap to loop around the cylinder. I have tried beveling and extruding but it always has like a pointy edge and it`s not completely smooth. I want it to look like these photos.
https://www.google.com/search?q=boxing%20ring&tbm=isch&hl=en&tbs=rimg:CS7iAJKq5oVeYeguU1F24TGi&sa=X&ved=0CB0QuIIBahcKEwjokZWIg9X1AhUAAAAAHQAAAAAQCA&biw=1903&bih=975#imgrc=RKOFxD_n5g0ZjM
https://www.google.com/search?q=boxing%20ring&tbm=isch&hl=en&tbs=rimg:CbjVBGBdvokSYTbxtBzCfeNasgIA&sa=X&ved=0CBsQuIIBahcKEwj4sNTGnNX1AhUAAAAAHQAAAAAQLA&biw=1903&bih=975#imgrc=UL5wuYoUXA33HM

Hi and welcome! You have linked to several images. Please [edit] your question, and use the built in tools to make the images a part of the question so that users do not need to follow many external links to find information. Thanks

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

you could use geometry nodes for this, it is fully procedural and you can adjust any parameter any time.
Node setup:

result:


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How can I achieve this look in Blender?

I tried sculpting a cylinder but it wont work. I also tried bump and normal mapping but I can`t figure it out.

hello, noise and bumps should work, you could also use a Displace modifier but it means a subdivided mesh, but if you want to stick to what we see, sculpt is probably the best solution, could you please show your attempt (with the Node Shader)?

Wait so you can sculpt it because when I tried it didn`t do anything. @moonboots

it's hard to tell why you failed, did you at least subdivided your cylinder (vertically)

The lightest solution (as it doesn't need any subdivision) would be to fake all the 3D bumps with a Noise Texture plugged into a Bump node. Other solutions would be to subdivide your cylinder and give it a Displace modifier or even to sculpt it. Also decrease the Roughness value and increase the Specular.


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Everything "below" the bone stays in place
I am trying to rig a human armature and on some parts (elbows, hands, and wrists mainly) the rest of the mesh that is "below" the bone stays in the same spot. Is there any way to fix this or do I have to restart?
https://i.sstatic.net/yFLfO.jpg (This shows what happens)

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

This appears to be a bone parenting problem: Some of the bones are not parented to the bones they are supposed to be patented to, or their relationship is set up incorrectly so that the children bones do not move with the parents. There also appear to be some vertex weight problems, but since (per the mentioned problem) the “below” mesh and the related bones aren’t moving, I doubt that weights is the majority of the issue.
Fixing the issue will likely happen in Edit mode on the armature, but without specific details on the model, little can be done on my side.
PS: Use the built-in image attaching system for stackexchange questions.


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How to make a final render look like the viewport materials shading?
I’ve got a character I’m working on. She looks exactly like I need her to be in the final animation in the viewport display, which I believe is a material preview with studio lighting.
When I go to render in Cycles, it takes on a totally different look. Obviously, the lighting and sampling are an issue, and I think, it needs a different HDRI. But there’s got to be a simpler way to render what I’m seeing.
Is there a workflow that someone can share that shows settings to help mirror exactly what’s going on in the viewport? I’ve attached a couple of samples.
Any direction would be appreciated:

This Tutorial will get you most of the way there.  Upshot: Use the same HDRIs and configure the render engine appropriately.  (Use EEVEE for render.)

THIS is the answer. So excellent. Thanks!

This is the answer to the question! https://www.youtube.com/watch?v=6HIqF_MSnvU&list=WL&index=1

If you want what you see in the viewport, do a viewport render.  From the 3D viewport's menus, view->viewport render image or viewport render animation.  This isn't a Cycles render, but it is exactly what you see in the viewport, and you say that is exactly what you want.


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Normal map baking of parts that are close to each other(intersecting cage)
High poly toes(where is the problem. They are too close to each other):

Low poly(shrinkwrap on surface dist: 0.0):

Cage(0.001) 2 toes are already intersecting:

If I reduce cage extrusion distance then it's not gonna cover high poly mesh. And I will have to add more polygons(which I don't want to do since only 3 toes already have 528 triangles with). I've tried to separate toes from the mesh(on another model similar situation) and bake step by step. But in the result I had a visible seams in normal map.
So I see a 3 solutions: 1)Spread toes(difficult on high poly). 2)Increase poly count on low poly to reduce the distance of cage extrusion(don't want to have too many polygons). 3)Somehow separate toes and bake one by one(just twice) but what about the seam?
Are there other ways to deal with such parts while baking normal map?

Hi. It's not clear what you exactly did to bake the normal map. What do you mean by "Cage(0.001)"? Do you use the Extrusion value in the bake settings with 2 objects (high to low poly) -or- a cage object and high-poly to low-poly (that's 3 objects)?

Hello! Thanks for reply! It's to show that baking with Extrusion value = 0.001 is going to self-intersect. Basically it's same low poly but just shrink/flatten(edit mode/tool) with value 0.001. It's seems that this tool pushes all faces along normals with value that you enter and this can be used as a cage object(I might be wrong). I do it before baking to check if parts that are close to each other will intersect. Cage object gives you an option to push some parts manually a bit further/closer but if I use just extrusion it's going to be the same as in screenshot.

I just thought that I might try to shrink/flatten manually and use cage object. hope it's not gonna add any "baking artifacts"!

Works! So I will just manually shrink/flatten in edit mode verts of self intersected parts and will use that model as a cage. didn't notice any artifacts!


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Why do simulations just break sometimes?
I thought I was doing something wrong and breaking them, but here's how it goes. I bake a rigidbody simulation. I add a bit to the scene to make it look better. I delete the bake and bake again, and this time my objects get launched into the air way higher than they are supposed to be. So I undo a bunch to revert the changes I made, then when I bake yet again it's still broken. It seems to be randomly fixed sometimes.

Have you tried saving your file, exiting Blender, and restarting; after you delete the break?  Sometimes bugs will screw up the internal memory of a program in a way that only restarting fixes.

Pls upload your profile.Break ofter due to the cross of rigidbody,even you hide it,the cross will also take effect.


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I broke something and I'm not sure what
I think I messed up my controls. Rather than zooming, my scroll wheel now scrolls through frames. And my middle mouse button seems to be snapping my view.

You 'Alt' key might be pressed un intentionally. In the preferences, using ALT key when moving the Mouse Wheel should Jog between frames.

Restart your computer as well. you might not have changed and keybinds in blender, but windows might have registered the key as constantly pressed. restarting will ensure this is not the case


text:
What's the best way to merge or parent these?
So for context, I'm new to blender and making a simple building structure. I am going to add at least one more object to it.

How can I put all of these "plane"s into a collection while keeping their children, or combine them all into one object?

To Join all of these: select them all (perhaps by Select >> Pattern >> "Plane*",  Then Object >> Join.

To move into a Collection: select them all (perhaps by Select >> Pattern >> "Plane*", 'm' (move to collection) (or Object >> Collection >> Move to Collection, and either select an existing collection or "create new collection".


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How would I make my profile picture engrained on a coin?
Pick up a coin, you can feel the image on it, it's 3d. That's what I'm trying to achieve. I already put my profile picture into photoshop and made a black/white image of it, which I want to map the texture of the coin. I already tried to use the bump and displacement nodes in the shader editor, but those seem to only make the illusion of a 3d image, when I look from the side the coin is totally flat, and it looks terrible.

Have you tried the Displace modifier for example? You'll have real displacement. Also the Displacement node even though I think it's easier with the Displace modifier...

Hi :). If you're using Displacement node, you need to enable true displacement in the material ;)

Maybe this will help: https://blender.stackexchange.com/a/122473/35559


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What's the best way to make the edge of this coin look good?

I would like to make it smooth looking, but shade smooth looks a bit strange with it. I was thinking of subdividing it but only the long way, but then I don't know how to smoothen it.

shade smooth and go to object properties, open the normals panel, and select autosmooth.

How good is good?

Subdivision Surface modifier?


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EEVEE not rendering Grease Pencil lines as expected
I'm testing out the basic functions of the Grease Pencil by drawing some sketchy lines on simple objects. In the viewport, when in Render mode, the lines look as expected. When I render them in EEVEE (F12), some of them appear broken. I've quite literally gone through all the different render settings in EEVEE (including new settings like anti-aliasing for GP), and on the Grease Pencil object itself, and have not found anything to make these appear correctly when rendering.
I've attached a screenshot of the difference between the viewport & a final render. This is the same in 2.82a, 2.83 beta, 2.90 alpha & is driving me nuts (especially because it's the same render engine?!)..

Any tips would be appreciated on how to get them to render correctly like they do in the viewport (without using Cycles - the lines appear correctly there).
EDIT: I've tried things like turning off bloom, AO, etc - basically tweaked everything in the EEVEE render settings with no luck.
Thanks!

After lots of rage & trial/error, I have a workaround for this:

Add an Offset modifier to the Grease Pencil object
Try changing the Location value by + or - 0.01 on whichever axis will move the GP object closer to the camera & away from the 3D object.

I'm assuming this is a bug in Blender, causing the GP object to be considered closer to the 3D object it's near. For animation, I've keyframed the Location value of the Offset modifier & increase it when the camera zooms out & causes this issue. Then when I zoom back in (to where it renders correctly), I keyframe the Location value back to 0.
Hope this helps somebody.

Not a definitive solution but you can also render the viewport :

I also experienced this in my renderings - turns out interface scale (which I usually have tuned to 1.1 - 1.2 for type) has to do with it. Setting it back to 1.0 resolved the issue.

Well, in my case it was fixed by changing the focal length of my scene camera


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Why can't I get my reflections to show in render
I can only see reflections in shader viewport , why can't I get them to render? I have specular refractions on in the render engine (evee) & material. But still get this grey image when I view render or animaton

Have you got an HDRi background?

https://blender.stackexchange.com/questions/170533/which-mode-should-i-trust-for-lighting


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i am making a scene from a tut and i added a cube as the volume with a principled volume shader
soo im making a scene and i added a volume using a cube with a principled volume shader
and when i make the density to .1 its completely blank  and when i increase the density as well it just gets darker.

this is before

this is after adding the volume
(im using evee)

How does your volume material looks like in preview in the material menu? White as well or not? Maybe it is due to your world settings, because volume settings seems alright (maybe you should show eevee render settings as well or share your file)

The Emission Strength in the Principled Volume node is set to 1 with a white Emission Color. The higher the Density, the more emission is blocked so it gets darker.

how do i fix it tho ? do i just change the colour ?

You set the Emission Strength to 0 to get completely rid of it... or if it's intentional to emit light (don't know the tut and what they try to do there) then set it to a lower value like 0.1 or less. But of course you can set the Emission Color to black as well, since black means RGB = 0, multiplied by a strength of 1 equals 0, too.