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How can I get my bump map less extreme?
So I am mixing a bump map and normal map. I can turn the strength down which gives the effect I want for the bump map, but that decreases the strength of my normal map which I do NOT want. I tried using a color ramp to decrease it but it made it look terrible. This is what I have, it's way too strong.

When I try to mess with the color ramp to change how intense the effect is, i get these weird separated bumps, it doesnt matter what i do (lightening the black does the exact same thing).

This is a render of what happens when I mess with the color ramp. This is NOT what i want, i was an even spread amount of bumps like the top just not as strong.

Have you tried using the "add vector" node, adding both the bump and normal vectors seperatley?

instead of strength, maybe modifying the distance value of the bump map?

I am not very advanced so I don't even know what the add vector node is, nor how to add them separately. I am going to try to look into that!

Marty, thank you so much! This has given me the effect I was looking for. Using distance value worked pretty well! Appreciate it

also what does it give if you change the ColorRamp value? Try to whiten the black or darken the white

I did, I showed an example of what happens when I do that and its the last photo. I tried both darkening and lightening both, and get this horrible result. Thankfully, changing the distance value worked just fine

it doesn't look like you've darkened or lightened (in your pictures at least), it looks more like you've moved the needles

i just didnt screenshot that part but i messed w the values for like 15 minutes


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What happened to my textures after importing from Substance Painter?
This is the first time this issue has happened. So, here is what have in Substance:

And this is how it imports into blender:

why is it doing this and how do i fix it?

do you mean that it doesn't keep the unwrap that you've done in Substance?

i unwrapped it in blender the exact way it shows up in the UV editor

so maybe the UVs islands messed up in Substance?

source: Stack Exchange

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

sort: votes


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Why is there a black spot on my normals? Only appears on mesh, not on normal texture
This is what it looks like, coupled with the UV Editor showing my normal texture

Here is me selecting the portion it is at, and as you can see it does not appear on my normal texture.
Why is it doing this, and how do I solve it?

hello could you please pack your image and share your file?

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


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why does my glass look so strange especially when smooth shaded
Here's what it looks like flat shaded, in cycles, with the settings. i only upped transmission to 1 and roughness down:

Here's what it looks like smooth shaded in cycles:

It looks like maybe your normals are flipped.  Check this box.

If your glass looks like this -

Enter Edit Mode, select all with A, press Alt + N and select Recalculate Outside.
Your glass should look a bit better, but it looks to me like you should consider adding some supporting geometry on the top and bottom.


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High poly mesh won't bake onto low poly mesh, but appears on normal map. file included
i'm a beginner so the issue might be really simple, here is the file
i'm trying to bake my high poly mesh onto my lower poly mesh and i'm running into issues and i don't understand why, i did everything as shown in videos. i'd love some help on solving this

Hello, could you please describe the issue? I don't see any problem, except maybe that your low-poly is not very low-poly

the high poly mesh didn't even go on to the low poly mesh, the low poly looks the exact same. also, this is my first time trying to bake ever

your low-poly looks pretty close to your high-poly, so when you bake you won't have a lot of bumps to bake, maybe try with a lower topology, but make sure that this low-poly has a correct topology (i.e. you need to retopology)


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How to apply color to faces of scanned object
I have a scanned model created using 3DF Zephyr.  As you can see in the image, there are some areas that the camera didn't reach, which Zephyr filled in grey.  There are also a lot of black shadows.  I want to change the grey areas to black so that they just look like more shadows.
I'm a blender newbie, and all the information I've found online is way over my head.
I've figured out to switch to Texture Paint mode.  I'd like to just edit the existing texture to put black in the desired places.  The model is small enough to just do it manually.  I've figured out how to draw black onto the texture and see it appear on the model.
My problem is finding the right part of the texture image to draw black on.  I can select faces in the 3D window, and I think that the corresponding part of the 2D texture image gets highlighted, but I don't know for sure because the faces are too small to find the highlighted parts in the image.  What I'd like to be able to do is select a face on the 3D model, then zoom the 2D image to that face and manually add black to it.  But I can't find a way to zoom to the selected face.
Alternatively, it seems like I should be able to set a "paint mask" consisting of the grey faces, and then draw black over the whole 2D texture but it would only appear on the masked (or unmasked?) portions.  But when I try this, the black still appears everywhere on the texture.
Please help!

Why don't paint directly on the model in 3Dview when switched into Texture Paint mode?

Hey, it works!  I was sure I tried that previously, but I must have had the wrong combination of modes set, or something.  Thanks!


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Problem with Hair Particles in the donut Tutorial
So my girlfriend was following the "Part 1, Level 2: Particles" section of the Donut Tutorial by Blender Guru.
And while using the hair particle option to use as sprinkles, she was facing this problem, where the hair particles were coming out from the below of the icing instead of top of the icing. Thus, any sprinkle particle she makes, it appears below the icing instead of top.
Why is that happening? Is there any way to fix it?

Select the icing - enter edit mode - select the whole mesh (A) - then, pick Mesh > Normals > Flip from the top of the viewport.

Does this answer your question? Issue with particles in blender donut tutorial


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Stuck at the "Part 5, Level 1: Sculpting", where Andrew works on the fixing the Icing droplets
Hello good people around here!
So I was following the "Part 5, Level 1: Sculpting" section of the Donut Tutorial by Blender Guru, where Andrew basically grabs a singular vertex of an Icing and fixes it, but making the droplets hug the donut without any form of clipping.
But when I tried to do so exactly how he did it, instead of the entire droplet hugging the donut, only one side of the icing touched the dounut.. but Worse, the vertices of the droplets got stuck with the donut in a horrifying manner. And The Worst of all.. the Vertices of the droplets got clipped inside the Donut and got all messed up. The more you try to make the Icing Droplet hug the donut, the more messed up the vertices get. :(((((((
Can Anyone help me out regarding where am I doing wrong?
Thanks in advance~ ^-^

I don't know what process you used, but here's the proper way to do it:
Press 'o' on your keyboard to enable proportional editing in edit mode (first remember to undo your process of making the icing stick to the donut) and then grab one vertex on the icing which you want to stick to the donut. then press 'G' to move. You will see a circle surrounding that vertex. Use the scroll wheel on your mouse to change the size of the circle. Then, make the circle big enough to cover the part of the icing you want to stick to the donut. Then just move (remember to press 'G' or you won't see a circle or you won't be able to move your icing.) the vertex. You will see that some more verticies re moving with that single vertex. Change the size of the circle by using the scroll wheel on your mouse to specifiy how many verticies you want to move. That is how you can stick the icing to the donut.

Just looking at your images, one obvious difference is that you have snapping turned on (blue horseshoe icon at top of screen) whereas he has it turned off.

I just noticed, I have got my snapping tool enabled and that was the root of all problem..
My bad!! -
So yeah, Turned off the snapping tool, followed the way you said it and it works!
Thanks to both of you Chaudhry Yousuf and @John Eason for the help, really means a lot <3


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After rigging character model flips to the base of the skeleton
After I parent the bones to the character, the character model flips and is placed down instead of staying in position. See screenshots for reference:
Before applying rig:

After applying rig:

Any help will be appreciated. I tried using different options for weights but all of them result in the model flipping.
For added context, the model was created in Vroid and converted to fbx. Thank you for your time.

Have you applied Scale, Rotation, and Location (Ctrl+A in Object mode) to the armature and the object before you have parented them?

Hello, I tried changing the location settings of the object to match those of the armature but the flipping still happens

Ah never mind, thank you, I fixed it after applying the location properly


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switch objects in the same position
I'd like to render a table with different objects on it, one by one. The table with a book, then with a cup of coffee, and so on...
My current solution is to have all objects visible but out of camera view, and I create keyframes for each object positioned in view on the table. Then I render the whole animation as individual images and it works well, but is very inefficient.
Is it possible to have all of those objects in a collection and animate it so each frame automatically shows a different object, through linking to an empty as placeholder on the table, a modifier or another method (except scripting)?
Follow up question: Can something similar be done to apply different textures to the table?
Any help, even just a nudge in the right direction, will be appreciated.
Michael

Does this answer your question? How to Automatically copy keyframe from one object to other with one step

it is AFAIK not possible without scripting

maybe...with an add-on

Well,yes. The easy way is to Move different objects in different collection amd then keyframe collection visibility easily. If you don't want that,just enable visible in render and keyframe that.

And the easy way to swap up the textures is to put all textures into one material and then use mix shader node to just enable one out of the two. Keyframe it and you are good to go

Thanks @Rajjaiswal, I'll give it a try!

I recommend you a free addon which I created, specifically for this situation:
Object Sequence (https://github.com/sacrish/Object-Sequence)
After installing the addon, first set up your scene with an hierarchy like this:

Basically put the objects which need to be switched in a separate collection (here I named it "objects"), meanwhile keep all other things like the table, camera, etc. in another collection.
Open Object Sequence panel from the "Misc" tab, select your collection of objects, and hit Sequentialize.

And you will notice in the timeline that the visibilities of the objects have been keyframed, with their object names labeled on corresponding frames.

Now hit Render Sequence in the Object Sequence panel, and the frames will be automatically rendered and saved. Save location is set in your Output panel, so make sure it's correct before hitting render.
I also have a Youtube video which demonstrates the workflow.

Thank you @sacrish, exactly what I needed!

@TheBelgianNomad You're welcome. Glad it helps :)


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HDRI not working properly
I was following CG Fast Track's beginner tutorial until the part where he goes and turns off Scene World and increases the World Opacity to max, i did the same but in my end it was all black. I even open a new project to try again and the same thing happen, the background becomes all dark instead of showing the hdri image.
Here's before the world opacity is maxed:

Here's after it's maxed:

Any idea how to solves this? All help is appreciated!

Could be a GPU driver issue, but I've never seen this problem before.

Yeah, probably its to do with my laptop not being that great, i searched around and also found nothing like this. Guess I will live with this until i buy a new pc, its not too much of  a big problem. Thanks for the help


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How does depth of field work in Blender?
I am currently writing a paper on different renderers, I have created a scene and rendered it with different engines (Arnold, Renderman, Cycles and Luxcore) and it appears that different renderers have very different results when it comes to depth of filed and bokeh. They differ in the amount of blur and the look of it, even when all factors are the same (same aperture size, focus distance etc). Does anyone have an idea of why this is? How exactly is depth of field calculated in blender? Any help would be greatly appreciated.

Hello :). This will depend on the engine. There are differences between Cycles (raytracing), Eevee and Workbench.

Cycles is the one I'm working with :)

have you also considered sensor size? A larger sensor results in more blur on real camera's

Yes, the sensor size is the same in all of them, as are the rest of the parameters in the scene and camera settings :)


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height and scale units not equal
So i made an object that is 2 meter wide and placed it 2m high on the z axis,
but compared to the grid in the background it is twice as long as the height of it.
What am i missing here?

https://blender.stackexchange.com/questions/71874/difference-between-dimension-and-scale-in-blender  The original cube has dimensions 2 x 2 x 2 (units of lenght) and scale (1, 1, 1) (unit-less) Scaling by 2 on any original dimension makes it 2 x 2 = 4 as displayed in question image.

Scale is a simple multiplier to the actual dimension of any shape given. It defaults to 1 and it is also the reason you always have to "apply" scale transfomation after or the result will distort non-uniformly.

i think i found a way by pressing n and editing the dimension units. that should be the correct way right?


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Rig issue: Animation is acting different in the render and in the viewport
Today I am facing an issue I am not able to find a solution for the first time.
I rigged a character, did a first animation and then I am trying to render it. All is okay except for the render part.
Here is the pose I get from the animation in the viewport:

And here is what I get from the render part:

As you can see, the pose in the render is not right, the character is normaly pushing the bloc.
I cannot figure out how to solve this. I tryed with eevee and cycle, to bake the animation, to merge objects, to apply transform and I looked on the internet. But I am still stuck here :)
If anyone has an idea or a solution, I'll take it !
Have an awesome day,
Ash.

Can you share the blend file?  It's easier to answer questions like this if we can look at the file.

I think I have found where the issue is from. But I do not understand why there is a difference between the viewport and the render.
It seems that it is due to the driver I set from the FK to match the IK when I'm in IK mode.
It works well in the viewport but strangelly in the render.
I prefer not to share the blend file, sadly. I am not sure I can in fact.


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UVs won't 'stick' -- newbie help
I'm very new to 3d modeling in general. I tried to make a simple 'magical girl' staff to start. When I unwrap it, the uvs are pretty close together and small, so I rearranged them all to my liking. I'm not sure how to like...get the new uv layout to 'stick'. If I deselect everything and then unwrap it again, it just goes back to the old, default, cluttered UV.
I feel like there's something I should be clicking or something so this won't happen! It's probably right in front of me and I don't even see it, haha.

Here is the UV layout I would like (the one I manually arranged):

Here is the default it keeps reverting to:

Any help would be really great! thank you so much, guys. I'm hoping I'll get good at this one day :)

OH here's the actual staff thing I made! Sorry if the topology is like, really bad. Still figuring this all out! http://imgur.com/0G0AWWv

You can pin UV vertices with P and unpin with AltP. This will prevent them from being effected by unwrapping.
Pinned UV vertices will turn red.

When you edit the UV map to be how you want, just leave it—it's already unwrapped. If you tell Blender to unwrap it again, it'll do it from scratch.

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


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Cutting the Ends of an Array
I'm attempting to make what I believe is called a lattice fence, as one would see at the base of a raised house.
I used an array modifier to duplicate the "X" rectangles. I'm trying to cut off the ends of the non-complete lattice portions. I tried a Boolean modifier - which of course does not work.
Any ideas as to how I may proceed is appreciated. Should I forget about the array and just duplicate and space the "X"s?
The mage shows a face and an 80 deg. view.

What do you mean the Boolean "of course did not work"?  It should work fine for this.  You may have to clean up the remaining geometry though.  https://blender.stackexchange.com/questions/84995/create-a-circle-from-a-plane/85055#85055

Thanks for your response. I did a Boolean/Difference, and at the time I must have done something wrong so made that conclusion.

Boolean does the trick if you use the right object. You can also use an array modifier for the cutting object to have the same pattern without adjusting manually.
(In my example I switched to carve solver)

You don't really have to get that complicated.  You can just make a rectangle.  Lattice panels are usually just ripped on all four sides: https://www.lowes.com/pd/4-x-8-Plastic-Lattice-Panel-Redwood/1016347

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


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How do you pan on a mac?
Beginner here! How do you pan around the screen on a mac? I've tried clicking "emulating 3-button mouse" but it still doesn't work with the two-finger scroll on the laptop trackpad.
I'm also using a wireless mac mouse.

ALT + Left Mouse

get a 3 mutton mouse. you wont regret it.

ALT + left doesn't work either :/ Looks like I'll have to pick up a 3 button mouse!

SHIFT + ALT + Left Mouse Button.

If you have trouble with the previous answers , watch this video. (Only if you had trouble)
https://youtu.be/70RORPiCsh8

Shift + two finger scroll around. You don't need a three-button mouse, as Blender has excellent multi-touch trackpad* support. (You can two-finger scroll to orbit around, and pinch to zoom, too! It even supports horizontal scrolling of header regions/tab bars.)
*Or a Magic Mouse, which is basically a mouse with a trackpad on top. Never actually tried one with Blender, though.

Yes, this is correct, however, you definitely want a three button mouse. Everything is just so much faster that way. I went without for almost a year and thoroughly regret it.

@duhaime That's odd, I have Select With > Left, and it still works fine. Are you on Mac OS X, or some other OS? If you're not on Mac, your trackpad support may be different.

Ah you're quite right! It must have been some other config I changed that enabled this (or rather prevented this from being disabled). I'll delete my earlier comment...

This is the correct answer

Hold ⇧ Shift and slide your finger on the magic mouse in the direction you want to pan.  Hold Control and slide your finger to zoom in/out.

The Magic Mouse doesn't have a scroll wheel—it's basically a mouse with a trackpad on top.

well... you get what i mean :D

Well, some people might not—they'd  be left staring at the blank white surface going "he said there's a wheel...where is it?" (:   Also, when you Ctrl+scroll, it zooms the whole screen in and out. (Not sure if it's turned on by default, though).

Hehe yeah... The scrolling in and out is a default thing

I struggled with this for a minute. I have Blender 3.5.0 and Emulate 3-button mouse turned on. I also strictly use the Magic Mouse and to accomplish this, I needed to click Shift+ Option(Alt) + Click
Hope this helps someone else!


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Render always dark
Total beginner here. I'm working through some basic tutorials but can't figure out why my renders are always so dark. I've tried playing with the lamp and adding more lamps, but can't figure out what's wrong.

Possible duplicate of Can anyone give me some tips on Lighting in Cycles?

It would help if you added your .blend file to your post using http://blend-exchange.giantcowfilms.com/

You have a gray background which also lites your scene. When you are testing your lights, make your background black. So you only have your actual light objects. then crank up the energy of your lamps and see what is happening

Just add some nice contrasting light sources and you should be all set. Try and use a sun lamp just to make sure you have stuff configured properly, the other lamps could be inside an object or have too significant falloff

Have you perhaps disabled the layer containing your lamps?


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My object is smooth in solid view but not in rendered mode
In solid view, my object's smooth however in render mode it's not. What's the problem?

Can you share the Blender file?

Does this help? https://blender.stackexchange.com/questions/55417/smooth-shading-gets-ignored-in-cycle-render

This shouldn't happen. Maybe try entering Edit mode, select all and use W > Shade Smooth to explicitly enable smooth shading (as I see there aren't any modifiers on the object). Increasing amount of geometry is kind of workable (though it works around not solving it completely) but not efficient way

@MrZak increasing the face count until the faces are smaller than a single pixel is a bit resource intensive, I agree.

Here is what I think you could have done: you didn't set the object as "smooth" shading with the toolbox button visible in your images, and you had a subsurf with a low "render" level, like 1 but high "view" level...
This makes the object appear "smooth" (thanks to the subsurf settings)  in the 3d view but "solid" when rendered.

You can see in the screenshot the object has no modifiers on it.

@RayMairlot Liana's answer is "Just increased value of view in render in subdivision surface modifier"... only Liana could explain exactly how that object was set...

Solved! Just increased value of view in render in subdivision surface modifier

That would make the faces smaller, but not really solve the issue. I tried to recreate it, but somehow I fail so far.

it didn't help much that you didn't explain in question about using a subsurf modifier... you just talked about smooth... that is a different thing! You should expand your question adding images/details about your exact  setup, and thus this answer would be more useful to others...

@Haunt_House I guess the OP used a subsurf high "view" level but low "render" level. But "shading" was solid, not smooth. "smoothing" in 3d viewport was perceived thanks to high (view) subsurf level...

@m.ardito Could be. Yet the specular lighting artifacts look not very high poly at all. And the outline is identical. I could be wrong. Depends on whether she has pressed the smooth button to the left of the screenshot ( : I couldn't get cycles to stay solid with that enabled so far. Hey Liana. Have you pressed that smooth shading button on the left side of the screenshot while the object is selected?


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IK doesn't move the whole leg Parenting Loop Error
I got stuck on my IK bone. It suppose to move the whole leg, however only foot moves. Here is the screenshot.Parenting works, but gives me "parent loop error". Any other solutions?

Select the IK target bone and press Alt P to Clear Parent.

I struggled with understanding this at first too. This answer might help you.


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Rigging IK moves whole leg CRAZY
I have a problem about my IK bone on the feet. It moves the leg as it suppose to move, but the movement isn't smooth and by one drag(I press G) it goes crazy as in pictures. What can I do for fixing it?

Something is not right with your setup, it is hard to say what without having the file. Probably some bone parenting issue. You can see this to compare what you did differently: https://blender.stackexchange.com/questions/21379/how-to-ik-rig-legs/21385#21385


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camera size X=Y on mac osX
When I resizing the resolution size of the camera, I get the same on both axes.
X and Y change the Y size…
osx 10.13.6
blender 2019 02 15

I can't replicated this behaviour. If you think it's a bug, file a bug report.

Also, 2.8 is beta, update to the latest and test if the problem persist before filing a bug report.


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blender 2.82 can't unfold collection collection collection
os10.13.6
Intel Iris Graphics 6100 1536 MB
When I clic on the collection , there is no unfold.
And same thing with a new collection, already unfold, it can't be fold…
please tell me I'm missing a new function :)

Have you tried clicking on the little triangle icon in front of the collections name?

Hello Robert, yes exactly on the triangle. Only the check box is working normally. Via ctrl I can enable the inside of the collection. But impossible to unfold… It seems to be a very specific bug only for me

Does it work when you select a collection and press Numpad +?

Oh yes, well done Sir!!! I can breath !!!!!

The UI button should still work anyway. Have you edited the preferences, keymap or installed add-ons? Something might interfere with the UI, similar to reports in T69657 or T68798.

Ok, you right, I imported at the very first time my keymap from 2.8 - Now I reset to the blender original keymap, and everything is normal. Thank again !!!!


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Looking for a conversion rig or a swimmer rig
For a personal project I looking for a male and female swimmer fully rig.
I found some but for another software.
2 questions.
- is there someone who has these kind of caractor already done?
- is there someone interesting in doing a proper conversion?
Sure I know it's not free.
g.

Can you save them in .fbx or .obj?

Hello Josh, I don't have the rig at this moment. I have found one that I like: https://www.turbosquid.com/3d-models/male-swimmer-female-3d-model-1153536


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Broken link lib
I usually used "append" when I using a rig in different scenes and different project.
This week I used "link object" and then "make proxy"
I've just move the work in another HD, and I can't open anything.
Is there a way to relink like 7 rigs in 7 scenes…
It seems to be tricky in blender…
please tell me I can't have my one week work back
g.

Hello :). Just go File > External Data > Find missing files https://blender.stackexchange.com/q/96587/

Finally fix it from the outliner/blender file/relocate/


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shadow catcher + diffuse indirect to have color in the shadows
How can I make a red sphere on a shadow catcher plane being visible?
I mean: the final image is a red sphere laid on a background image with a shadow, BUT in this shadow I wish to get a bit of red.(from the diffuse indirect)
Hope someone can understand what I looking for. I found some tuto on this but without the shadow catcher…
thanks for any help.
G.

Hello Cegaton, I saw this tips which is great. But in my case it is not exactly the same problem.


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Any way to get tooltip-like temporary information displayed close to the mouse pointer after operations?
For instance, at least at my current (rather beginner) level of Blender skills, I think it would be quite useful to show the number of selected vertices, edges and faces after selecting or de-selecting such. Yes, I know you can see it in the "Statistics" overlay and in the Status Bar, but those are both far away from your centre of attention, and turning your gaze to them to confirm that you have selected exactly what you think you have is a bit disruptive.
Let me add that I am a programmer so I am open to doing some Python scripting if necessary to achieve this, if it is in theory possible. Or, if I get good code pointers, I could even add some missing simple functionality to the C++ code.

for me the statistics overlay is working pretty well. i can understand that the status bar is a bit far away but the overlay makes a good job - i think.

Sure, it works, but still, on a large display (27" or larger), if you are keeping your attention focused on the middle of the screen where you are manipulating a mesh, having to look away towards the top-left corner to verify that you indeed have the number of vertices selected that you think, is sometimes a bit distracting. At least to me. Some kind of immediately visible feedback right where you are working (i.e. where the mouse pointer is) would be nice.


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Given an object with two locations and orientations, how do I find the rotation axis?
I have an object that I want to animate between two orientations (and locations). I know that rotation axis is close to one end of the object, but not exactly where. How can I figure out where the rotation axis should be so that rotating only around that axis will move the object between the two locations and orientations?
I know roughly where the rotation axis is, but looking for the correct location and orientation of that axis using trial and error is very tedious.


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Constructing a rough 3D model from two "360 degree" panoramas taken inside a small enclosed room (an aircraft cockpit)?
The National Museum of the US Air Force provides spherical panoramas of the cockpits of many of their aircraft. I am especially interested in the ones of the cockpit of the XB-70 at http://www.nmusafvirtualtour.com/cockpits/RD_tour/RD-9.html . There are two panoramas, taken from the pilot and copilot seats, from the same height. The distance between the seats is known. Is it possible to construct a rough 3D model of the cockpit based on these panoramas using some existing software? I mean a model that would give a close approximation of the locations of some points in the cockpit, not something that would be directly usable as an actual 3D model for VR or some such. Any pointers to such software?
(Downloading the individual photos that the panorama consists of, or taking screenshots of the panoramas as rendered in a web browser, and massaging them into whatever input format such software needs is then another problem.)

Hi :). Blender definitely can't do photogrammetry from photos. But with a flat image like this you could do some cool projection on geometry.

Yeah I am not as such expecting Blender to do this work, but as the end result (measurements of the cockpit) will be used when creating the 3D mode in Blender I thought there is perhaps enough a connection to make the question relevant here. But yeah, maybe not.

Oh it is relevant :). You could do camera matching using FSpy and then import it into Blender for modeling and projection. Kinda finicky but very much possible.

@vklidu Been searching for that answer about a month ago with no luck :)). Bookmarked now. cheers ;)

@vklidu Not really, as I don't even have an equirectangular projection of the panorama. But yeah, I would first have to create a such. Let's see.

@vklidu But that indeed gives me an ideas of what I could try to approach the problem differently: Take screenshots of the 360 panorama in various directions, and then position those as reference images around the camera position in Blender, and then position the camera in Blender there, too, and check that some key points of the objects in Blender match the corresponding points in the reference images. Repeat this for the position of the other 360 panorama. Adjust positions of objects as necessary in Blender so that they are correctly located from both viewpoints.

Thanks @vklidu for investigating, I now think I will be able to get something useful out of this. The software that is used to display the panorama is something called "krpano" (from krpano.com) and there is an XML file with parameters, and its contents is documented, etc.

@tml if you found solution related to blender workflow to reconstruct images let me know Im interested ... here XB-70 cube if you will find it usefull to continue in processing :) Image files were nicely structured (just for some reason I wasnt able to download data again from site).Data contained also very small preview of texture (strip easy to apply a cube, but too lowres).

Thanks @vklidu , that textured cube matches what I constructed myself, too. I probably will continue by writing some small helper program that takes as input the texture coordinates (l,r,u,d,f,b + x + y) of some recognisable point in the pilot and co-pilot cube images, and as the camera positions are known (the pilot is at 22 inches to the left of the aircraft centreline and the co-pilot correspondingly to the right), calculates the location of the closest matching point in 3D space (relative to the camera positions).

But as such I don't have any solution that would be completely inside Blender, no.

OK :) thanks for info. I deleted my previous comments since chatting is not allowed here.


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What's going wrong with my baking?
I've tried baking the textures for my mesh and it's incomplete - there's hardly any pink on it whatsoever, and when I put this texture on the mesh in Roblox, it's mostly the dough colour, some black stripes and a teeny bit of pink in one place.

It gives me no errors when baking, I've used a boolean modifier to get rid of overlaps, I've removed the other objects in the scene, applied all transforms etc.
Any idea what could be going wrong here? I feel like I'm missing something stupid.

hello please share your file (share the URL it will give you once the file is downloaded): https://pasteall.org/blend/

Here's the link - thanks for having a look for me

it seems to work fine, select one of your pink torus, shift select the yellow one, Bake. Maybe the problem is that you have several objects and you don't do it the way you're supposed to?

I've kept them as separate objects because otherwise, whenever I click bake, it says "No valid selected objects".


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Displacement on single vertex inside of a mesh
I am currently trying to make individual joints (vertexes) on a human figure move based on an audio file. I've done this for objects in the past for nonspecific movement by using a displacement modifier and keying the strength then baking the audio to f-curves. For this project, I want to move the joints of this figure based on audio, but have different joints react to different aspects of the audio. I thought having each vertex have its own displacement with different F-curve modifiers would work, but the displacement only works on the entire model, not just one point. This might not be the best way to do what I am looking to do, I'm fairly new to blender so apologies if there is something obvious I am missing!
Summary of desired outcome: be able to have each joint (vertex) move based on an audio track, but have different displacement settings and different f-curve modifications.
Thanks for any help!

You can set each vertex to its own vertex group and create a displace modifier for each different vertex group

@Gorgious Thank you for your reply! So I would make a vertex group for each point and have the same number of displacement modifiers each one with a different group specified in that setting?

Yup, you can set the target VG in the modifier there https://i.sstatic.net/v2uXx.png

@Gorgious Perfect works like a charm! Thank you


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Internal rendering engine makes all textures red, cycles renders have a pink tint
I decided I wanted to get into 3D modeling. As a linux user and huge open source supporter, I decided blender was the tool for me. I've been watching blender guru's tutorials on youtube for getting started. However, no matter what color the material, if I render via the internal renderer, all materials rendered are red, and so is the background.

I thought I might be doing something wrong, but the fact the cycles renderer renders with the "missing texture" colors tips me off something might be wrong the software

But hey, at least cycles showed the texture on the donut
Blender was installed from the AUR on arch linux

First screen shows that your file is using cycles nodes and is set to Blender Render. You cannot use them this way, you need to use the file with Cycles.
Second screen shows a lot of red because the sky texture is red, and that is casting onto all the objects.Cycles 'missing texture' is usually full magenta, not that dark red you see there. Try shifting to your World shader and check about changing to a white or even a sky texture to see what happens there.


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Blender wont start - New PC on windows 10
I just finished building my new PC, here are the specs if you need them:
i7-8700K
EVA GeForce GTX 1070 SC (got used off eBay so if its defective and thats the issue i want to know asap, but i don't think so because it has no trouble running extremely graphic intensive games)
16GB RAM
128GB SSD + 1TB HDD + 500GB HDD (which drive it is installed on doesnt seem to change anything)
Upon running it, it flashes a console then closes instantly. Upon running it in CMD, I get this output:
AL lib: (EE) UpdateDeviceParams: Failed to set 44100hz, got 48000hz instead
found bundled python: D:\programs\blender\2.79\python
Error: EXCEPTION_ACCESS_VIOLATION

I have a fresh install of the NVIDIA drivers. I tried putting the opengl32.dll file some other threads suggested in blenders working directory, but that doesn't seem to make a difference, at least that's good evidence the video card isn't the problem
Where should I go from here?

Which blender are you trying to run, 2.79 stable or 2.8 beta? I had issues with 2.79 not wanting to run after using 2.8, and had to get windows to run diagnostic and save settings on it once it set it up to run again.

@CraigDJones 2.79, never tried running 2.8 on this PC

There is a bug thread regarding this. I would try out things listed in the first comment, especially trying out the latest build of 2.79 (I assume you have "clean" 2.79 from site downloads and thread seems to state that was resolved in builds after may 2018).
You could also try general solutions for this kind of error, like checking whether your blender folder is not read only and it could also happen when you have incorrect entry in PATH variable(thought it was an answer to java error).


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How to control materials falloff type from perpendicular/parallel to fresnel using nodes?
I used to create falloff maps in 3dsmax quickly and easy. Now I would like to be able to do the same thing in blender.
Currently I am using Toggle diffuse ramp operation in blender, but it only allows the most simple falloff type. I need more control over specific falloff parameters like Mix Curve and Falloff Type (e.g. perpendicular/parallel or fresnel) from 3dsmax.
Any ideas how to achieve the result with nodes or without?

I know it's almost 4 years since this was posted, but there are still no acceptable solutions or answers to this. I really need this feature in blender myself.

Can you feed a linear gradient to an RGB Curves node and generate an arbitrary curve that way?


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How to resize material editor Node?
I can't stretch(resize) the node, instead it starts moving.

what Blender version is it? It must be a bug, it will probably be fixed

From my experience this only happens when you have multiple nodes selected. Any chance you have something else selected that is not in the image?

@ChristopherBennett .. Good point, mind you, it's showing active, so it should work even if others are selected?

I found the reason. The node starts to move if it is selected (highlighted), if not then the size changes. In other words, to change the size, the node must not be selected (highlighted). )))


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New Blender Version with the Same Old Startup File
I have put a lot of time to create my own tailored startup file in my Blender 2.91.2. Now I wish to download version 2.93.1. Can you please advise what should I do in order to make sure that my startup file is kept operational with the new downloaded version? Thank you for your assistance.

Open the old blender, and save the file it starts up to in your documents folder.
Install new blender.
Open the save, and save it as your startup file.

TheLabCat, thanks a lot for your help. Exactly what I needed


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Environment Texture glitching out

My Image Texture is glitching out and does not appear normal. It looks fine in renders, though.

Looks okay when I open it.

Probably just a problem with my computer. Ugh. Should I try rebooting or whatever?

Not sure. I think I would start with redoing the node setup. if that didn't work, restarting Blender. If that didn't work, trying the texture in a new blend. If it works in the new blend, then somethings wrong with the other one.


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How to render Alpha background
I downloaded a file from blend swap edit it and I tried to render it with alpha channel but whenever I does this happens
It look like it is rendering with alpha channel but it doesn't after when the rendering is completed this happends

You see when the render is completed there is a black background, what should I do.

Maybe you can find this answer helpful https://blender.stackexchange.com/questions/1303/can-blender-render-pngs-with-the-background-transparent

thanks but it I have tried it many times over and over but the result is same

Do you have a composting pipeline setup? Did you check the view alpha channel in the image viewer? (Draw channels to RGBA)

Thanks the problem was actualy Composting Pipeline, Thanks a lot sir.

In Blender 2.9 you would would find the Transparency settings here:

The problem was caused because of the compositing pipeline what I did was just unchecked the use nodes checkbox and boom, Finally the render I desired.
If uses these render setting for transparent video render

Blender Version: 2.79c
Render Engine: Cycles
Render Format: .mov (quicktime)


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How to put this orange thing in the same place with selection?
I can't solve the problem about having selection and this "orange stuff" in the same place. How to put this orange little thing in the same place with selection?

This is not a problem of selection, this is where origin point of the object is. Probably you moved mesh of the object in Edit mode and this made origin point not move with it. Use Set Origin command to move it where desired

That little orange thing is the Object Origin of your object. It's 0,0,0 for the local coordinate system in which all verts of the object are kept.
It's the pivot point of the invisible shoe box in which your mesh lies.
When you move verts while being inside Edit Mode, the Object Origin stays where it is and like in this example ends up far away from the mesh.
In the tools to the left, you have the 'Set Origin' button. There you can select one of three choices. Move your mesh to where the OO is, Move the OO to the middle of the verts or place the OO where the 3D-Cursor currently is.

The real problem that you have here is that you probably dove into using Blender without learning the fundamental basics. What an Object Origin is belongs in that category. That will bite you a lot more often if you don't remedy it.


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Hard Seam between modular peices
Im making a modular bank, and when I copy them in blender there is an obvious seam.
I've tried resetting the normals and not sure how to fix this really.
any help would be greatly appreciated.
Thanks

If you need it for exporting to some game engine, and Array Modifier isn't an option, let me know here and I'll make an answer.

yes im exporting to unity

well, after seeing that both meshes are the same u should really only use the first one using an array modifier.
The array modifier also features a merge function
check the tickbox and the seam should disappear


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divide vertex into two
Is there some quick way to "divide" (bevel) one vertex inside a geometry into two making a edge between them like on the picture?

imho not so quick, you could use rip (V) then slide (shift V) along an edge, then recontruct missing faces (F) and then dissolve two edges...

In this case beveling vertex won't really help as it will create Ngon with too many sides:

While it's possible to fix that Ngon to desired face later it can be cumbersome as original vertices position won't be the case any more.
Instead you can try Rip tool to detach some faces, fill new one and split it. Then dissolve unnecessary geometry. Note though that both procedures - beveling and merging vs ripping and dissolving - take nearly the same amount of effort.
Select vertex where edges are connecting (by the way too many edges are joining at one point there). Then press V to execute Rip tool. Your mouse cursor will affect which part is being ripped, in the case below mouse cursor was to the left top so to rip left faces.

Fill a new face there and split it at the vertices in the middle with Connect Vertex Path tool (J); select vertices first and then execute the tool. It will split the face into 2 triangles.
Then merge unncessary vertex and dissolve edges which are no longer needed.

The result isn't clean, it's more of a middle position between further retopology.


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Dynamic paint - bake multiple displacement surfaces
I'm trying to simulate sand build up after something dips into it (with dynamic painting). I'm using two parented spheres as brushes (one bigger one smaller). The smaller one is in collection "down" and the bigger in collection "up". I have one plane which is canvas with TWO surfaces. One named "down" that uses the collection down and has displacement factor on 2 And second one named "up" that uses collection "up" with displacement factor -1 so it displaces upwards.

When i play the animation in viewport without baking the result is what I want like this.

but when i try to bake the frames it only bakes one of the surfaces not both... Something I'm missing or is there better, different way to do this similar effect? Thanks, tedd.

Just ran into the exact same problem under the exact same circumstances. This happens because you didn't name the cache sequences, so baking one always overwrites the other. They need to be given unique names.

Wow, I'm facepalming right now, Im gonna try it. Thanks!

np, took me a while to figure it out too :)


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Random values to string on each instance in Geometry Nodes?
I have a displaced grid 200x200 points. Then I have the same grid but narrowed selection on which I instance the lines And the strings.

My question is... Is there any possibility to get different values (based on whatever) in the instanced strings? Because the Value to string node doesn't support field input.

Where in the node tree should I integrate the random value to the string? Is it possible? Thanks.

The ID input for the Random Value is the one to be used for getting different values.

The seed part is easily solved, the problem is there is no way to instance a customizable number of strings with customizable values in a single node tree (String to Curves doesn't support fields neither does Value to String) I think it will not be possible until string attributes are supported natively.

tried a dumb workaround for this by stacking digits, made all 10 digits individual objects, but also had to instance them 4 times for each location, otherwise the random pick would not work right... here the blend

@calambre great idea!

thanks @3Dhedgehog! but it's workaround, I'm sure they will add a way to do it

https://youtu.be/_W47HfoeFsg I’ve layed out a method to visualize numerical attributes in 3D view. If I knew a shorter way of explaining it here, I would. Hope this helps.

You can input bunch of any geometry elements into "Instance On Points" node via "Geometry To Instance" node.
All setup:

You can add hundreeds "text" groups to this node setup. If you do so, the output numbers will be very random. The only problem is that you should manually create all the list.
Inside "Text" Group:

That is exactly what I did after posting the question lol... Its not Ideal, but it will do the trick. I hope there will be more options for strings in the future. Thanks anyway.

Another workaround is to use SVerchok nodes for this case. SVerchok also able to transfer custom value for Geometry Nodes.
I uploaded a video on this.

Just out of interest, what is the highest currently supported Blender version in conjunction with Sverchock Nodes?

Node Group of an Attribute Visualizer
This is quite doable with geometry nodes, just not as easy. I have developed a method to visualize numeric attributes in the 3D view.
Basically, it takes an arbitrary number, calculates the length of its digits, duplicates the input geometry points as many times as there are digits, and then creates instances of text curves to those duplicated points. Based on the indices of the duplicated points and the input number, it selects the correct curve number from the numbers 0-9.
I know this sounds very lengthy, but here I have posted a screenshot of my node tree. If I knew how to explain it in a shorter way, I would do it here. For a full explanation of why this works, check out my video tutorial.
https://youtu.be/_W47HfoeFsg
P.S. If you add a Mesh to Points node before you feed the geometry into this node group, and change the domain type to *Faces" or Edges, you can also visualize their attributes. I hope this helps you.

One can pass a string of all the digits to the String to Curves node and sample single characters by checking the Pick Instance box of the Instance on Points node as shown in the image below.
You will still have to manually assemble larger numbers, but it is a neater solution.


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Issue with subdivision surface
I made a circle and then made a boolean cut into it with another circle. But when I apply the sub. surface, the outer circle is fine but the inner section changes into a weird quadrilateral. I want the cut to be in a shape of a circle. How do I solve this?

Booleans always produce horrible topology, see this https://blender.stackexchange.com/questions/74922/how-can-i-make-holes-on-a-wrist-strap

Remove the sub surface modifier
Delete the center edge on both sides
Select the big and small edge and press F to fill the edge. With the f2 addon just press F until it fill all the edge. Repeat on both sides
Then add the sub surface modifier
If you need smooth inner side add crease.


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What is the best way to mirror lots of vertices?
I got this vertices setup on one side of the blade:

What is the quickest way to duplicate this vertex setup to the other side, without having to manually do all the loop cuts and try to match the original side? I can't do mirror modifier, because the other side is supposed to be flat

Select the whole mesh (A) and unselect the nonmanifold edge loop (Shift+Alt+RMB while hovering the cursor over it). Duplicate the selected vertices (Shift+D) and scale it along the X axis by 0 (S,X,0). Finally remove doubles (W-->Remove Doubles).


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How to make a Text File dependent of an Armature object so that it appends with it to other projects?
If you ever used BlenRig, you may have noticed that it pops up a text file in your text editor called "generate_customprops.py". This is a python script that the rig uses for various purposes such as automatically disabling drivers and hiding bones. When you append a BlenRig rig to another file, this text file comes with it.
I also need to execute some python script in my own custom rig, and I also have a text file. The functions in the script can be called from any Driver. All of this works fine and opens a lot of new possibilities for what a rig can do. However, if I try to append my rig to another blend file, the text file will not come with it, and has to be appended separately. Since I'm trying to create public rigs for other people to use, this is not ideal. Any help would be appreciated!

Blender 4.0 and above
The ability to create Datablock pointer custom properties has been added to Blender's UI. You can simply add a Custom Property, set its type to Datablock, and then the datablock type to Text. Then just select your script.

Now, when you link or append this object, the text datablock will come along with it.
Blender 3.6 and below
Custom Properties can store datablock references. This can only be done via Python until Blender 4.0, but it's just a one-liner in the console. With your object selected, put this in the console:
bpy.context.object['my_script'] = bpy.data.texts['my_script.py']
The textfile is now a dependency of the object, and will be appended when the object is appended.

PointerProperty
Another method would be to associate the text with the armature object or armature itself using a bpy.props.PointerProperty(type=bpy.types.Text)
import bpy
from bpy.props import PointerProperty

bpy.types.Armature.script_file = PointerProperty(type=bpy.types.Text)

As shown in this answer can poll the property. Another test script with a sample UI panel and the text associated to an armature object.
import bpy

class OBJECT_PT_HelloWorldPanel(bpy.types.Panel):
    """Creates a Panel in the Object properties window"""
    bl_label = "Hello World Panel"
    bl_idname = "OBJECT_PT_hello"
    bl_space_type = 'PROPERTIES'
    bl_region_type = 'WINDOW'
    bl_context = "object"

    #poll for armature object
    @classmethod
    def poll(cls, context):
        return context.object and context.object.type == 'ARMATURE'

    def draw(self, context):
        layout = self.layout
        arm_ob = context.object
        layout.prop(arm_ob, "rig_script")

def is_armature_object(self, object):
    return self.type == 'ARMATURE'

def register():
    bpy.utils.register_class(OBJECT_PT_HelloWorldPanel)
    bpy.types.Object.rig_script = bpy.props.PointerProperty(
        type=bpy.types.Text,
        poll=is_armature_object,
    )

def unregister():
    bpy.utils.unregister_class(OBJECT_PT_HelloWorldPanel)
    del bpy.types.Object.rig_script

if __name__ == "__main__":
    register()

Solution for Blender 2.79 and below
Driver variables can reference text files.
In your driver(any driver that is part of your rig) add a new variable with Single Property type. Then by clicking on the object icon, you can select (almost?) any data type that exists in Blender. Including text files!


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Vector motion blur and Reelsmart Motion Blur
Is it possible to add vector motion blur to a rendered image sequence without using third party software like Reelsmart Motion Blur (RSMB) in After Effects? If not, is there a way to render a motion vector pass in Blender that's compatible with Reelsmart Motion Blur?
What's the advantage of RSMB?
Thanks!


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Using the Ocean modifier on a cylinder
I want to use the ocean modifier to displace a cylinder evenly, is there a way to do that? The best I got was for it to work but projected on a single axis, where the "front" is displaced correctly, but the sides are plain and the back is inverted.

I think this is a duplicate of mapping ocean to a sphere. This question may also be helpful.


text:
How to add a background image so that they appear in the render programmatically (w/ python)?
I want to load image in blender using the python API such that it appears in the background whenever I render a 3D model.


text:
UV Unwrapping issue
I am making this medieval cart with a cross. I want to add a wood texture to the cart, but when I unwrap it, it has a really weird shape on the UV editor (even tho the cart is a very simple shape), and the texture is all bended and weird. How do I solve this?

You have got a lot of double vertices, remove doubles in edit mode


text:
Is there a way to render to PNG as raw pixels / without converting color space to sRGB?
Sorry if this was asked before, I did find similar threads on other websites with a workaround, but it would be great if there was a way to do this without having to go through photoshop.
What I need:

https://i.sstatic.net/zLrMP.png
I'm rendering normal maps for foliage textures. The background in that image is a plane with an Emission material with the color 128, 128, 255, and I would expect it to be that exact color when rendered out.
What I get:

https://i.sstatic.net/DSRDL.png
Instead, it renders out as 188, 188, 255, because it gets gamma corrected/converted to sRGB color space.
Workaround that I'm aware of:
Rendering to OpenEXR does not convert images to sRGB. That EXR can be taken into Photoshop and exported as .png, since Photoshop has a checkbox to convert to sRGB, which you can turn off. This works and it's how I got the first image, but I need to do this process dozens of times, and it's not convenient. Any tips?
Thanks in advance.


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Merge two cylinder into a joint
How would I go about merging two cylinders in order to achieve a result similar to the joint in the highlighted part in this image?

That's exactly what I was looking for, thanks!

Consider modeling it from a curve. See this Duarte Farrajota Ramos 's solution here: https://blender.stackexchange.com/questions/66353/how-to-make-beveled-90-degree-corners-on-a-curve-better


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Can I apply something like a mask to apply proportional editing to only some connected vertices in blender 2.8?
Can I apply something like a mask to apply proportional editing to only some connected vertices in blender 2.8?  For example I only want to move the verts on the right side of this leg in proportional editing in the following image:

Given this, is it possible to exclude the verts on the left(the front of the model) leg from this edit to prevent distorting the verts I have just positioned?  I though you could apply masks in blender some how, but I can't find anything on masks for proportional edits in 2.8.

I'd also go for Proportional edit as answered below, but for future reference, not just for this problem, 'cage rigging' can come in handy.

Select the vertices/edges/faces you don't want to be affected by proportional editing and hit H to hide them, when you're done with the proportional edit, unhide with Alt + H .
You have now done a proportional editing that did not affect the hidden vertices/edges/faces.

I was not aware that hiding/unhiding was this trivial with shortcuts, thanks!

Working with Proportional Edit, I think that you could get by here with just scrolling down the circumference of your brush and get it to work. Hiding the verts you don't want to affect could work as well, but that might be to much to do for a simple block out.


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Trying to create a rig from scratch - My mesh "handles" flip and scale

I have been creating a rig from scratch because the rigify add-on gives me trouble when I remove parts of the foot. I also wanted to learn to make one myself.
The issue I'm having, is that every time I replace a bone with a mesh I created from a curve, it flips, it scales and changes its location.
I make sure not to make changes to the rig handles unless in Edit Mode.
I have also attempted to adjust the Global position once the replacement bone is set by clicking Ctrl + A (apply then scale and rotation) but often times it only scales it so that it can be big enough to see.
I've also tried to fix the bone itself so that there is no unnecessary rotation.
So I find myself tweaking this for hours and the final rig ends up being imperfect. What are the steps for doing this professionally, please?

Looks like a found a solution from another user's inquiry.
For anyone having the same problem, this add-on is great.
Once you've downloaded this script:
developer.blender.org/F207430
Just install it by navigating from: File > User Interface > Add-Ons > and click on the button to "Install Add-ons from file".
You'll also want to scroll down in the Add-ons tab to find the "rigging" section, under which you'll want to set this add-on to active by clicking on the checkbox.

Make your mesh & bone structure then do the following:
1st - Download and install "orient_custom_shape_V2.py"
from: https://developer.blender.org/F207430
in Blender at Top:
File > User Preferences > Add-ons > Rigging > check the box for "Rigging
Orient Custom Shape"
2nd - Import Illustrator splines or draw curves directly in Blender
3rd - Ctrl + j to join all curves in your object (two at a time)
4th - Select objects then Alt + C (convert to mesh)
5th - Set each object to size and position then Select each then Ctrl + A
to apply roation and scale and location
6th - Name each bone then name each new object you created
7th - Select Armature (bones) then go into "Pose Mode" select a bone then
in the bone tab on the right scroll down to find "Custom Shape" dialogue
box & write in the name of object to change for (Remember to click the
"Wireframe" box just at the left)
8th - Under the "Custom Shape" you'll see "At" box in which you give the
name of the bone
9th - Finally just click on "Orient Custom Shape"
Now in "Object Mode" you can click on your character mesh, then Shift +
click your rig


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All white render in Cycles
I have a big problem my render F12 is all white, while my preview render is working.
Please help me guys, thanks.

Possible duplicate of Rendered image is just grey also: https://blender.stackexchange.com/questions/53632/render-result-is-completely-blank/53633#53633

This duplicate was the solution for me: https://blender.stackexchange.com/questions/35715/render-turns-out-plain-white

Possible duplicate of Render turns out plain white. I think Mark Kirby is right in this case. I don't see how the other answer proposed answer could be the solution.

Note to all trying to get this closed as a duplicate, there isn't nearly enough information here to reliably mark it as a duplicate. It might look similar to another question, but as cegaton stated, there are many different reasons why this could happen. Any answers or duplicate candidates are purely speculation.

If the answer isn't something to do with the post that Mark posted, it might be something to do with the planes you have in your object view, many are enabled in rendered mode, but disabled in view mode:

Alternatively, make sure you don't have a crazy bright lamp enabled in render but not in view.

That turned out to be my problem - thanks! It's not exactly intuitive relative to other software I used in the past (if it wasn't visible, it didn't render). ;)


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Wheel center won't merge properly
I'm new to blender and trying to do a wheel. But when i try to merge the center hub parts they dont..

I am assuming all of your meshes are already combined to a single  mesh (if not please select all pieces and hit Ctrl + J).
Select and delete faces inside, as shown below:

Select the edge loops (as selected below) and follow the menu Mesh->Edges->Bridge Edge Loops:

Output will be :

I hope it will help you, best of luck :)


text:
How to create a center pivot point for mutiple mesh files?
I have a Butterfly which exists out of 7 different mesh files. How can i create one centered pivot point
for this file. So that when i import it into my Compositing software (fusion9) the butterfly has a centered pivot point?

Cause at the moment when i export the .abc file out of Blender --> and i import it into Fusion the pivot point is way of.

So my questions is:
How can i select all the meshes --> and create a pivot point for the whole butterfly?

Is your bug object at global origin (0, 0, 0) and unrotated when you exported it?  It appears to be in same pose as in blender file.

If you want all meshes to have the same, centred origin:

Select all meshes you want to average the centre from
Snap - Cursor to selected (or place your 3D cursor where you want their centre to be)
Snap - Origin to 3D cursor

I use the "3D View: Dynamic Context Menu" addon to easily find these
You could also join the meshes together with Ctrl+J, depends on the use case I suppose.
I guess in your case for export you might want to move their centre to the origin of the scene afterwards to have their centre be the same in the export

thanx for your reply.
I don't see the option --> Snap --> Origin to 3d cursor
I do have the option Transform --> Origin to 3d cursor
I have tried this, but this also doesn't work unfortunately

Select objects
RMB > Set Origin > Origin to Center of Mass (Volume)


text:
Text in my image file doesn't display properly in final render
This happens to all the words.  Everything looks fine until I hit render.  I tried making a new material and plugging the image texture into the diffuse, nothing changed.  Not sure where to look to solve this.

Looks like Z-fighting. Meshes are overlapping.

Damn, that makes sense.  I think that is the answer.

Fixed! The model came from an AutoCAD software, not sure what happened but it looks like it duplicated the geometry and made it as one piece.  Hard to notice in the viewport. In the UV editor, I was able to isolate the appropriate faces and delete them. Thank you LukeD for the speedy response.


text:
Is there any Fedora repository with Blender that is already build with ffmpeg support
By searching in web i didn't found any solution of how to install blender that is build within ffmpeg support (within H264, Matroska etc support) from one of existing Fedora repository so it will be able to auto update with all packages.
Way to use a prebuild RPM from official site is good for one time, but it's not solving a second trouble - autoupdate with all system packages.
Is there realy no repositories for Fedora with fine prebuild Blender?

@cegaton, Fedora is but there are many repos for Fedora with fine prebuild software, like RPMFusion etc. Why nobody did a repo for fine prebuild Blender yet?

It should be possible to release Blender with FFmpeg on RPMFusion, but apparently nobody bothered to do it.


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gltf2.0 issue after export
I am  trying to export a scene to gltf format, and load it with threejs gltf2loader. However after I the export the edges are more visible, I'm not sure if it is the exporter issue or I must do something to my scene in Blener. I do not see this problem when I render my scene with cycles
Do somebody have this issue before?
this is how my material looks like

myexporting settings are the following:

When you say "the edges are more visible" what do you mean? Can you share before/after screenshots and ideally the .blend file? Are you using smoothing? Perhaps see this issue.

Hi, thank you for you replay. The problem was the normals, I have forgotten  to recalculate them. This made my object look less  smooth.

Ok, glad you figured it out. Could you post that as an answer to your question?

After searching in blender manual I find out that the problem was the shading mode. Basically edge was clearly visible because I applied flat shading to my model and then exported it.
The changes I made to my gltf exporter didn't affect my model at all.

to change you can change shading mode in transform tab in object mode


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Was Y-Axis IK Stretching removed in 2.79 RC2?
The stretching I'm referring to is the slider seen here in the IK Constraints settings for individual bones, not the "Stretch To" constraint:

A while back (a little under a year ago now I think), I heard that the this stretch function got updated so that it will only stretch on the Y-Axis. Back in the day it didn't do that. So the Y-Axis stretching managed to stick around up until 2.79 RC2 rolled around. It seems that the feature has been reverted back to how it functioned back in the day, where stretching would enlarge the bones on all axis instead of the Y-Axis as shown in this video:
https://www.youtube.com/watch?v=oGdM33ln9Sw
I suppose this could debatably be a bug, but it seems like this is an intentional reversion of a feature. All I want to figure out now is if (and how) I can get the 2.78 functionality of the stretchiness back into 2.79rc2 if it's at all possible, because my rig benefited greatly with this much simpler way to apply stretchy limbs to a rig.

I also was fond of this feature, but sadly it won't come back. The reason and solution is mentioned here:

I'm posting this mirror link to the alternative rig setup they recommend, just in case of future link rot.

Thanks, just realized OP is the same that brought it up in the Developer forum lol.


text:
Spline IK Tail Rig is stretching and scaling the Tail bones, and I don't want it to. What can I do?
Here's a video of what I'm talking about
I'll also explain in text:
I have a tail with 8 bones, and I need the bones to follow a curve to allow for smooth animation. But when using spline IK, the bones stretch and scale instead of retaining their scale, even with "Y Stretch" disabled.
I cannot use Bendy Bones (B-Bones), as this model and animation is for a game engine that doesn't support that deform feature. I don't want to use standard FK, as that's a pain to animate with a long tail with many bones. and using standard IK for just the tail tip, or IK for multiple parts of the tail is unstable to animate and isn't desirable. And I don't want to settle with the spline IK as is when it stretches, as the scaling will cause issues for the game engine export.
I've disabled "Y-Stretch", and I've looked into every other setting regarding the Spline IK constraint and the settings for the Curve itself as much as I could, and nothing seems to have solved my issue.
I'm not too sure what other options I have. Is there any way to configure a Spline IK to never scale and still properly follow the curve, or is there an alternate method to rigging and/or animating a tail like this that I haven't mentioned?

A simple solution, which I don't know if you will be able to apply in this case, is to use 2.79 instead 2.80, in which IK Spline is working well and no stretching is happening. I always have many troubles when rigging in 2.80, hope everything will be fixed as soon as possible.

2.79 and under still has this issue. Pretty sure this has been a long standing problem, and 2.8 hasn't changed anything about how Spline IK works.

In 2.81, the Spline IK bone constraint appears to have more detailed options for Y Scale Mode (Bone Original, Fit Curve, and None), and XZ Scale Mode (Volume Preservation, Inverse Scale, Bone Original, and None). Do any of these address your problem?

in my case, the problem was solved, after i have applyed the scale of the armature and the curve.


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When I render it I got a fully black image
I am trying to make a 360degree photo. I just do such i saw in some you tube tutorials. I change blender render to cyclic render and change camera to panoramic .But when I render it I got a fully black image. How i can solve this.(hopping you can understand. Because my English is very bad)
This is my blender file:
https://drive.google.com/file/d/0B4E2Wd62ZA0Yc1J3ZFBFLThaRWM/view?usp=drivesdk
Can you just render it to image and show me it
Because I think it may be problem of my system.

My project

Camera view

Rendering window

Hello and welcome. We can understand just fine, but we can't help nontheless because we know nothing about your scene. Please edit your question and provide all relevant details.

Sir I edited it is it ok.please help

Please use https://blend-exchange.giantcowfilms.com/ for blend uploads and add the code it gives you into the question.

Try to flip normals of the mesh

Black or blank output has been covered before. Look here.
You need to add a lamp to your scene. There is no source of light, and therefore the render is black. To add a lamp hit Shift+A while your mouse is in the 3d window, and select any lamp type as shown in the screenshot below:

While the default position it is placed in might not be ideal, you could move the lamp after adding it. The render right after inserting the lamp will look like this:

The image renders black, because you don't have any lights in your scene. I added a area lamp, that covers the cylinder and everything renders fine.

In your screenshot, there is a sun lamp in your scene (it wasn't in the .blend, you uploaded), but it can't illuminate the scene, because the sun lamp is a global light. So even if you position the sun lamp inside the cylinder, it will cast its light from infinitely far away and the cylinder wouldn't let any light through. Use local lamps, such as area-, point- and spot-lamps and position them inside the cylinder to light this scene. If you want to use the sun lamp, you could go to the object tab of your cylinder properties (the object tab is the orange cube) and uncheck "Shadow" in Cycles Settings, ray visibility. The light of the sun will pass through your cylinder and now illuminates the inside.


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Blender freezing and high cpu usage on "decent" rig
When I enter texture view mode I get unbelieveable high CPU usage ( 50-100% ) and blender freezes for about 10sec then unfreezes then again freeze, sometimes it stops working altogether.
I've tried every possible option inside blender and outside, nothing seems to work.
Also, memory goes from like 70mb to 1500mb and freezes.
GPU : AMD RX480 4gb
CPU : i3 6100
RAM : 16gb

Will be good know how complex is your scene, maybe try it on different PC. But I thing, this is only about low CPU performance. Sorry buddy, but you can't wait miracles with this office CPU. Texture mod and mesh bended by bones is quite slow even on powerful machines. You can try opensubdiv and different setting in User preferences - system,but I don't thing this help you

I have about 400 tris. It doesnt matter how complex is my scene, I don't lag in object or edit more, only in texture mode... And this problem only started to occur about 2 weeks ago. I'm using blender for about 3-4 years and didn't had that problem ever.

The thing I upgraded was new 8gb of ram. So I now have 2x8, and around that time blender started lagging. I also tried other version of blender 2.77 and 2.78 it's still the same, idk  whats going on.


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How to get Bravais Lattices Creator addon？
I had found a magical addon called bravais lattices creator。
But I can not found this addon on the web....
Could anyone give some hint to me？
Thanks in advance！

I checked everything out and it appears he has not opened this addon up to the public for download, I would suggest contacting the person who runs the website to find out if he can provide you a download link

That would be great ! Appreciating to the author and you.

Maybe somebody will find this these links useful.
The add-on download page with direct links:
http://alexiy.nl/blc-download/
https://yadi.sk/d/ZnPmJKr93PDMts


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Gradient that depends on an absolute value (several objects)
Let's assume I have a 10x10 array of columns of varying height. I have a node flow to equip them with a color gradient depending on their height. But is there any way to have an absolute reference, meaning that a height of 1 corresponds to white and then it goes towards black? Right now every column goes through the whole gradient, but the smaller ones should be only in the dark region. If something is unclear I am happy to clarify. Please see a render and the nodes below.  .
Thank you,
Steffen

Related https://blender.stackexchange.com/questions/7222/cycles-texture-mapping-generated-coordinates-with-world-orientation

Either use the Vector Transform node, or use Object texture coordinates, if your objects have applied scale values.

nice, the geometry+separate RGB node in the post mentioned by @MrZak  did it. Thanks


text:
At what point should an edge loop terminate?
Apologies if my question doesn't make sense, I'm new to this!
Should the highlighted edge loops on my model continue to the end of the extremeties? If so, why don't they?

Here's the same model with the faces highlighted if it helps. As you can see, the upper and lower faces are joined at the knuckle. Is this correct?

Thanks

Face loops only works with quad polygons which always have two opposing edges. A face loop does not depend on the shape of the quads face, it will always follow the opposing edge to the next face.
Edge loops are a bit more sophisticated. If you loop select a free edge (one that only touches one face) the loop will try to find other connected free edges. This depends on the angles of the edges. If you loop select a closed edge, it will try to find the opposing edge at any vertex, which works fine if four edges meet but not if five or three meet.


text:
Edit multiple parts of tower mesh simultaneously
I am trying to edit the following mesh from a game:

I would like to know if it is possible to link the 30 buttresses and walls together so that if I edit one of them, I will edit the other 29 as well? I am aware of X mirroring but from what I have read, this only appears to allow editing of two parts of a mesh at once.
Alternatively, is it possible for me to delete all except one of the walls and buttresses then, once I've finished my editing to the two, copy-paste those vertices in a circle around the centre?
I am still learning Blender so if anyone who answers can give step-by-step instructions, I would greatly appreciate it. Thanks!

Delete all the buttresses but 1 with the wall section and use circular array, related https://blender.stackexchange.com/questions/6023/how-to-make-a-circular-array-using-offset-object-as-center

Look at the Array modifier: https://www.youtube.com/watch?v=s5teWMHUDgs

Thanks! I just tried your suggestions and this was exactly what I was looking for.

As the comments above indicate, the best way to do what I wanted is to create a circular array.
What I did was:

Delete everything except one buttress and wall.
In object mode, select the remaining buttress and wall then in the Modifiers panel, click "Add Modifier" > "Array"
Press Shift+C > "Cursor to Centre" then Shift+A > "Empty" > "Plain Axes".
Reselect the buttress and wall then in the Modifiers panel, tick the "Add Offset" box, then click the box below that and select the empty created in the previous step, then untick the "Relative Offset" box and finally, change "Count" to the number of duplicates needed.
Reselect the created Empty then, in the transform box, change the Rotations until the clones are positioned correctly.
Make the required edits to the mesh.
When finished, in the Modifiers panel, click on "Apply".

Edit: The above are the instructions for Blender v2.49, which I was using at the time. For v2.79, the instructions are slightly different:

Delete everything except one buttress and wall.
In object mode, select the remaining buttress and wall then in the Modifiers panel (wrench button in Properties pane), click "Add Modifier" > "Array"
Press Shift+C then Shift+A > "Empty" > "Plain Axes".
Reselect the buttress and wall then in the Modifiers panel, tick the "Object Offset" box, then click the dropbox below that and select the empty created in the previous step, then untick the "Relative Offset" box and finally, change "Count" to the number of duplicates needed.
Reselect the created Empty then, in the transform box, change the Rotations until the clones are positioned correctly.
Make the required edits to the mesh.
When finished, in the Modifiers panel, click on "Apply".


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Can I use Blender to find and separate a loop from a video?
I have a video file that has a looping animation over a background image. It is nearly impossible to find the loop with the naked eye. Can Blender, or another tool, detect this loop and cut it out as a separate video file?

I don't know a tool having that feature but maybe if you show the animation, some ideas to help you could come to mind...

@m.ardito https://youtu.be/Tazx_vCZCv4?t=9
My goal is to set it as an animated background on my desktop, but I'd like to lower the file size by just having the loop. I had thought maybe Blender could identify a couple frames that were identical and then I could go from there.

I've seen the video (?) but I can't see any loop... you wrote "a video file that has a looping animation", but I'm not sure it's so...  even background moving clouds seem not repeating in a loop, let alone particles...

Huh, I'm fairly certain I saw a couple loops, but if not oh well. I'd still be interested in learning how to perform this task in the future, perhaps by programmatically finding identical frames in a video.

if you're sure, here is an idea on how to check: open the video in blender VSE, render it to image sequence, then use a duplicate file finder (depending on your OS). If there are two identical frames, their files shodul be equal...


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Network Render missing objects
For the past 12 hours today, I was trying to use the Blender Network Render using the Blender Internal Render Engine. Now, I made sure I saved every thing before I started using it, but instead of getting the same result from just using the Internal Render engine like this:

I'm getting an image that looks like this instead.

Both of the images are png files and I have done every thing from making sure I baked the particle system to sending the job and Animating and Baking on the Network. I really don't know here I went wrong. So I'm hoping, yet again, to get some answers.

Okay, so not much has changed in my situation. I also keep getting exr files after the process. That is something I have no need for. Still looking for the png files.

Update: The problem, as it turns out, that the Network Render is only rendering 1 of the layers instead of all of the layers. Still need to figure this problem out.

Update: Actual problem identified. When switching to the Network Render Engine from the Blender Internal Render Engine, it takes away the depth socket from 2 of the layers. Possible masking effect could be rendered useless.

Update: Now the program is telling me that no such directory exist. I've tried using another render farm program, didn't like it and now the Network Render add on is screwed up.

Update: It currently keeps saying "No such file or directory C:\User\Name\Temp\" Etc...

Update: Now, I need to find a way to convert the EXR images into PNG files after testing the addon on a different file. It turns out it was the file and not the addon acting up. Greaaaaaaaat...

Update: Now, I'm back to square one with the original question.

Update: Issue solved with Network Render issue resolved with one other method. Now, I have to figure out how to get all of the frames that were shown through this method: https://www.youtube.com/watch?v=y3EcpkwLCFI


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How to move UVs by a set amount of pixels?
In Blender 2.7, using the UV editor, selecting some vertices / UV islands, I was then able to use G (grab), followed by a number, for example 8, to move the selected vertices / island by exactly 8 pixels.
In Blender 2.8, it seems that doing the above, the number entered does not correspond to image pixels, but instead to UV coordinates (0.0 to 1.0). Given a texture of size 1024, moving the selection by 0.5 would hence effectively move it by 512 pixels.
Is there any way to do the 2.7 way in 2.8?

I just found it myself. Here goes:
In the UV editor, open the right-hand menu via N, then select the View tab. There, check Pixel Coordinates. Now, coordinates will be shown in pixels and the grab/move commands will also operate on pixels.


text:
Alpha channel mask
Is there a way to mask not the geometry of mesh but it's alpha channel?
Here's my problem
-cube: layer 1
-fire with alpha: layer 2

layer 2 masked


text:
Track to in animation nodes
I want the planes affected by the object fallof to rotate towards the origin of the sphere. Basically what would track to constraint do. Is there a way to achieve that?
I have tried converting sphere¨s direction to rotation but didnt get the result I wanted.

You can use a second Offset Matrix node with rotation mode to achieve the desired result.

The rotation itself is calculated with the Direction to Rotation node, like you assumed.
The direction has to be calculated from the already translated planes, otherwise the vectors would be incorrect. You can get them with a Decompose Matrix node from the first Offset Matrix.

I interpreted your question differently, so I'll post my answer too, though binweg's answer is probably what you're looking for.

If you want to rotate the planes along the z-axis, you can use a Math > Arctangent B/A node to get the correct rotation:

Download the .blend:

Yes, binweg's solution was the one I was looking for, so I will accept his answer, but I'm giving you a vote too, since it answers my 'track to" question, even though in different way

Is blendgur the new blend-exchange? Which one should I use?

@Leander Blendgur hosts blends by putting them inside .png images and uploading them as images to Stack Exchange. This has the advantage of relying on no external storage. Blend-Exchange on the other hand currently stores blends on Google Drive (however, that may change depending on whats cost effective). The downside of Blendgur using StackExchange's image upload is that AFAIK nobody has found out whether StackExchang and Imgur are actually okay with people doing this. If they give it the thumbs up we will add imgur storage to blend-exchange in addition to classic storage.


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Convert gpencil to curve, python, crash
I'm not well versed in scripting and I'm trying to write a script that involves converting grease pencil to curve, I have discovered that the operator
bpy.ops.gpencil.convert(type='CURVE', use_timing_data=True)

needs the 3D view context to work, however if i set the correct context Blender crashes without any crash log
i have tried these two options
import bpy

area = bpy.context.area
old_type = area.type
area.type = 'VIEW_3D'

bpy.ops.gpencil.convert(type='CURVE', use_timing_data=True)

area.type = old_type

and
    import bpy

    win      = bpy.context.window
    scr      = win.screen
    areas3d  = [area for area in scr.areas if area.type == 'VIEW_3D']
    region   = [region for region in areas3d[0].regions if region.type == 'WINDOW']

    override = {'window':win,
                'screen':scr,
                'area'  :areas3d[0],
                'region':region,
                'scene' :bpy.context.scene,
                }

bpy.ops.gpencil.convert(override, type='CURVE', use_timing_data=True)

How to explan the crashing and is there maybe a different approach for creating curve from grease pencil?

The custom context has an invalid region set, which results in the region data rv3d pointer being NULL in gp_camera_view_subrect() (gpencil_convert.c).
In your custom context region is set to [bpy.data.screens['Scripting']...Region]. Instead of a list it should be a single bpy_struct. This can be fixed by modifying your override dictionary:
override = {'window': win,
            'screen': scr,
            'area'  : areas3d[0],
            'region': region[0],
            'scene' : bpy.context.scene}

Alternatively you could copy the current context and modify the area and region.
import bpy

context = bpy.context.copy()

for area in bpy.context.screen.areas:
    if area.type == 'VIEW_3D':
        for region in area.regions:
            if region.type == 'WINDOW':
                context['area'] = area
                context['region'] = region
                break
        break

bpy.ops.gpencil.convert(context, type='CURVE', use_timing_data=True)


text:
Video Codecs missing in Blender 2.79
Ever since I updated from Blender 2.77 to 2.79, my Codec menu in the Render tab looks like this:
.
I'd like to render a scene in H.264 and I have no idea why it is missing in the menu. This doesn't seem to be a common problem, I haven't found any forums threads about this issue at all. I would be very grateful for your help!

See https://blender.stackexchange.com/questions/91242/cant-find-mpeg-in-the-output-settings/91246#91246


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Can the Tilt of a Bezier curve "wrap around" from 360° to 0°?
I'm trying to create a Bezier curve in the shape of a Möbius loop with a full twist of 360°. One of the end points has a Tilt value of 0, while the other has 360°. When I connect them, the curve twists between them.

Is there a way to connect them smoothly as if their tilt were equal? This should not be a problem mathematically as their normals are parallel to each other.


text:
how to add circle to existing mesh by python script
if i want one object with 10 circles inside it, i can create first one, then enter edit mode of it, then create remain 9 circles, which seems like design mode programming.
how can i do this at once something like:
mes = bpy.data.meshes.new(name+"Mes")
obj = bpy.data.objects.new(name+"Obj", mes)
bpy.context.scene.objects.link(obj)
for i in (range(1..10):
    mes.primitive_circle_add(...)       # <- will not work ???
mes.update()

is from_pydata only allowed function for mesh object or there is a way to draw circle in it.

bpy.ops.mesh.primitive_circle_add(...) is what you were looking for  in example above.

@batFINGER no, that line was just 'pseudocode', i was looking for your answer below :) thanks, it has everything i need, especially moving verts inside bmesh-geom i would not figure out myself.

Just noticed you wanted concentrics, edited code in answer accordingly.  Can also multiply scalar * v.co to scale coordinates.

Using bmesh
Suggest getting to know bmesh as soon as possible.   There are a number of create primitive operators in bmesh.ops including bmesh.ops.create_circle(..)
import bpy
import bmesh
context = bpy.context
scene = context.scene
me = bpy.data.meshes.new("Circles")
obj = bpy.data.objects.new("Circles", me)
bpy.context.scene.objects.link(obj)
#new bmesh
bm = bmesh.new()
# load in a mesh
bm.from_mesh(me)

for i in range(1, 10):
    # create circle
    geom = bmesh.ops.create_circle(bm,
                segments=16,
                diameter=1 / i)
    verts = geom["verts"]
    # translate verts
    for v in verts:
        v.co.z += i / 4

# write back to mesh
bm.to_mesh(me)
# make context
scene.objects.active = obj
obj.select = True
scene.update()

Note there is a more involved example on bmesh API re circles


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ray_cast not correctly intersecting with mesh of animated armature
I have a .fbx file consisting of a skeleton and a rig, which I animate in blender. I want to now cast a ray with ray_cast from the current position of a joint to the camera position and test for intersections on the mesh that wraps the skeleton, to get the face of the mesh it intersects with.
I believe you have to transform the start (joint location) and end (camera position) location into the local space of the mesh being tested of the intersection. The intersections are either totally off or not intersecting at all, which is not plausible, since the joints are all located inside of the mesh. When rendering, the mesh seems to be at the correct spot, corresponding to the joint locations.
Do I need to update or transform the mesh in some kind of way before hand? I would be happy for any kind of idea.
mesh = bpy.data.objects['Armatures Mesh']

bpy.context.scene.objects.active = mesh

mat = c.matrix_world.inverted()
start = mat * bpy.data.objects['Armature'].pose.bones[bone].head
end = mat * bpy.data.objects['Camera'].location

direction = end - start
direction.normalize()

x = mesh.ray_cast(start, direction)

Possibly need to put pose bone  into global coordinates  If armature object matrix world is not identity.  Similar for camera, if it is parented or constrained then safer to use cameraobj.matrix_world.to_translation() instead of relying on location property.  Once you have the pair of global coords for start and end, multiplying by mesh objects invertted matrix (as above) will put into mesh local space.

Awesome, that did it for me. Thanks a lot!


text:
Open EXR does not produce desired header
I am using these nodes for the production of many iterated multichannel openEXR files:

The script is very similar to this:
def take_picture(index):
    bpy.context.scene.use_nodes = True
    tree = bpy.context.scene.node_tree
    nodes = tree.nodes
    links = tree.links

    # create layer + metadata nodes
    rl = nodes.new('CompositorNodeRLayers')

    l_node = nodes.new('CompositorNodeValue')
    l_node.label = 'Wavelength'
    l_node.name = 'Lambda'
    l_node.location = 300, 0
    l_node.outputs['Value'].default_value = 5

    # output node
    f = nodes.new('CompositorNodeOutputFile')
    f.label = 'EXR Multichannel'
    f.name = 'OutFile'
    f.format.file_format = 'OPEN_EXR_MULTILAYER'

    f.file_slots.new('Lambda')
    f.file_slots.new("image_" + index)

    # Links
    links.new(l_node.outputs['Value'], f.inputs['Lambda'])
    links.new(rl.outputs['Image'], f.inputs['image_'+index])

    # set filepath + name + render
    bpy.data.scenes["Scene"].render.filepath = '//Rendered images/Test/im_%s' % index
    bpy.ops.render.render(write_still = True)

Running the script creates multichannel .exr in the correct destination folder with the correct name, but all node-related headers are missing. The header does not include 'Sun_Int', 'Lambda', 'Lai_FOV' etc ... So I cannot acces any of the values that I wanted to be saved with the image itself.
If I include metadata note or enable some of the metadata in the UI to be included, these do appear in the file header. Only for some reason there is a very annoying "b" added in front of everything, so if I type a note "hello" and I call print(file.header()['Note']) in python, I get " b'hello' " instead of just 'hello'. This is also true for the camera name, Blender version etc.

The b'' notation indicates that you are looking at bytes, and not characters. You can convert bytes to characters by using thebytes.decode('utf8'). Of course you have to choose the right encoding.

@dr.Sybren Thank you! Can you tell me how to choose the encoding? Should this be done in Python, or in the Blender script when I create the file?

I couldn't find an indication whether OpenEXR dictates any encoding, so it probably depends on what you put in. It's probably safe to use utf8.


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How to add bumpiness to a car/roller coaster motion?
How would one add bumpiness/bounciness to a motion animated in blender. For example, if I were to model a car moving on a road as a POV or a roller coaster from POV. I am currently working on a roller coaster, but I am asking this as a general question, how would one add the random bumpiness to anything moving on the road/tracks ?

You could do this by adding the noise modifier to you animation.
1) Open the property’s tab in the graph editor and select the animation you want to add the bumpiness to
2) Go the modifiers tab and select noise
You can read more about the noise modifier and other fcurve modifiers here
Note: Don’t add the modifier to the f-curve that controls the direction your object is going. For this particular problem add keyframes to your Y and Z locations of the car (assuming that car is moving along the X direction of the path) and then add noise to f-curves for Y and Z locations.

Hi, I had to un-answer the question. I finally got a chance to try this out, and this essentially adds noise to the function in the f-curve. Thus, it seems like the car is bouncing forward and backward (along the direction of motion, not other directions). However, I want the car to bounce left/right or up/down as you would expect in a ride. The f-curve modifier adds noise along the path of the curve. Apologize in advance if I missing something here ?

Since my car is already smoothly travelling on the curve, essentially I need to add random vibration along the other directions (left/right and top/bottom). Then together it would like a bumpy ride. So, how do I add vibration to my car along its local axes.

Ok figured it out. I keyframed the X and Y location of the camera and added noise to that. I marked it answered again. Will it be possible to edit your answer to mention adding noise to the location f-curve (after key framing) and not the usual f-curve one uses for the travelling. Might be helpful for noobs like me.