text:
Projecting one object above another
I am new to blender.
I have two wavefront objects, one is the drawing and another one is its 3d model. I want to place that drawing over the 3d model. Is there a way to do it? And what direction should I follow to achieve it?
Thank you. I have attached the screenshot for the same

A way by which the drawing will not levitate in the air, and clip to the ground mesh

when you say that you want to place it over, do you mean that the 3D object is flat and you want to mix its texture with this drawing? or is this drawing supposed to be a new object that will be transparent?

@moonboots Thanks for the reply. The drawing is flat and the ground object in 3d. Want to place the drawing over the ground object.

You can do it in the material of your object itself: Create a new UVMap that you'll use for your drawing, put the (Input) UV Map node before the Image Texture with your drawing, mix the drawing with the existing material with a Mix Shader, use the alpha of the drawing as factor:

yes, but....can i use beta, gamma, delta, epsilon also?

@Chris, come on Chris, you come from the future but here in 2022 we are only at Blender 3, not Blender 25

we don't have 2055!? Really!? that's why this site looks so old-fashioned... :D So this is NOT retro-design!?!??! :D :D

@Chris, no you're really lost in the past Chris, sorry to tell you, btw please tell us how all this sh*tty geopolitical situation will end up, I mean if it doesn't create any time paradoxes of course, I don't want to disrupt the future

You mean after Russia declared war to USA and the atomic bombs were falling? The aliens had no more fun with this milky way simulation and restarted it again. For the 235. time....looks like humans don't learn :(

oh ok so we are all part of a kind of alien video game or something like that? I knew it

Yes. Matrix revealed that. It’s a movie from the aliens. It’s a wake up call. ♂

Yes, our matrix has released the movie Matrix to make us believe that reality is real, but I'm not a fool

Of course you aren’t ‼‼‼

@chris guys, im now reading stackexchange only for your absurd comment banter :)) so good

@JachymMichal : one day, when you will recognize that I made no jokes, you will become a believer.

I feel a bit offended by Jachym's comment, we're talking serious matter here, like who we are, where we are going and why does Suzanne looks so much like Brigitte Macron, all very disturbing facts

@moonboots: don't worry. Jachym will regret this. The simulation had a bad ending for him in all tries except number 137 and 96. And there he had just luck....because some aliens from DX9-&§$4 (that's what it would be in your simple language) influenced it to his flavor.

and by the way: in 7 of the 235 tries so far you got really famous.... :D

7 on 235 is really low, by the way are you taliking about tries or tris, because the matrix told me that we were actually living in ngons, not tris or quads, which is completely unintuitive. When I recommend ngons no one want to listen to me, hard to be the new Einstein

Of course we are living in ngons. But in 2055 we we live in ogons and working in new technology to live in pgons in 2057 hopefully.

O-gons? is it not this moldavian band who sang Dragostea Din Tei in the beginning of the 2000s? I knew that we were living in a nightmare


text:
Image texture not covering the whole sphere
My son is just starting to learn how to use Blender.  He is trying to put an image texture on a sphere, which is an assignment for class.  When he puts it in as image texture for the base color it puts it on but not over the whole sphere.  I am attaching a picture here.  It works fine on his computer at school but not our computer at home running Windows 10 with 32GB of memory and all Windows and hardware drivers up to date.

When I went through the Shader editor this was the result:

hello, it's hard to say why it doesn't work as we don't know how you've tried to project the texture on the sphere, please also show the Shader Editor and the UV Editor

He added a mesh uv sphere, changed the shade to smooth, and then in material properties he added a new property and clicked on the yellow dot next to base color, chose image texture and pointed to his marble.png image.  How do we get into the Shader and UV Editor?

At the top of the Blender window there is a series of tabs with names in them.  Click on the tab with "Shading" in the title to get to the shader editor easily.  This sounds like a version difference issue.  Do you know what version of Blender he's using?  It should say in the startup splash screen.

He is using 3.0.1.  I added a Shading screen shot.

Hi :). You can also share the Blend file through https://pasteall.org/blend/, so others can take a look ;)

To quickly texture your sphere, open the Shader Editor, then create this chain of nodes (ShiftA to create a node): (Input) Texture Coordinate (use its Object output) > (Vector) Mapping > (Texture) Image Texture (load your marble image, switch it from Flat to Box, increase the Blend value) > (Shader) Principled BSDF > (Output) Material Output:

Looks like an UV issue to me, try going into Edit Mode on the Sphere, pressing U, and choosing Sphere Projection

That didn't work either, just got a different result.  Now the marble is a flat disk in the center of the sphere.

source: Stack Exchange

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

sort: votes


text:
Generate Jenga tower
For practice with geometry nodes, it seemed like a fun idea to generate a Jenga tower using nodes.
I managed to stack a bunch of generated blocks, but now I'm stuck..Ideally, I want to just set a count to like '5', where it will generate 3 blocks next to each other and then add a layer/z-coordinate to continue.
I tried using the 'greater than' node to test it out (a modulus %3 might also work) but I don't know how to add the next layers with keeping the first blocks in their place.
And as a further complication, I'd like the blocks to use physics. I created a base block for this that I can use as a node instance, but if I use this block as a node instance (instead of generating new cubes) the physics are missing.
Any help appreciated!

Update: getting closer with suggested setup:

Oli your setup looks fine at a first glance, but here's mine maybe you can find the issue...

for the tower you could use the instances on a line idea to make first level, then repeat the concept with a second line -now vertical- and use your previous 'group' as the instance... use the 'level' index to rotate 90 degrees -a bit like using modulo- and you're done... place a 'realize instances' node at the end to be able convert to mesh
with the physics part I can't help you much, I think it's a 'destructive' process at the moment... will need to convert to mesh, separate by loose parts, set origin to mesh and add all to rigid bodies simulation... be sure to use 'box' as collision, you can copy it from active to selected
here's my node setup, you may find other ways...

ok, here's an other way, maybe it's more what you wanted..? based on modulo and snap functions, a bit more complex but all instances are 'single blocks' so you can go and delete them easily

here's the second blend file
have a little update here because it was part of you question... about rigid bodies, what I tried is using 'duplifaces' to generate real blocks from geonodes, I mean individual objects that can have modifiers... it's a bit easier to play with simulation now, press ctrl+A and it generates all the blocks
be sure to delete the '_TOWER' and the original 'BLOCK' object and then just play simulation... and see that the tower is now made of single 'faces' where we duplicated blocks... test the blend here

it can also be done manually or with a script, this is the closest I could get with just GN

I added your suggestion to my question, it's getting close but the rotation isn't working as it should..could this be an origin point issue?

Turns out it works when I align my block to the center of the grid!

changed the first example to be able to delete some blocks by using mesh islands, as in this setup instances are in groups of 3 it was not that easy... that simple trick may be used to colorize blocks too -I saw you had a thread on that-

Cool, thanks for the update! Fortunately I solved the color problem using another thread from here somewhere :)

I'm checking out the latest file (blend3) but not much happens when I apply the modififer, don't see new objects being generated? deleting the tower and block objects will remove the complete tower

don't apply modifier, it's needed for blender to generate dupliverts instances -nothing to do with geonodes instances- press Ctrl+A > last item, then delete tower and original block as they will interfere in simulation... or move to other collection

ok i'm really confused now..the readme says 'ctrl a' to apply the modifiers, but now you say 'don't apply modifier'..but then I DO have to press ctrl + a? On the last item? Which item?

jaja no, the readme says Ctrl+A > Make Instances Real, that's the last item in the menu when you press Ctrl+A... or type F3 and search for 'Make Instances Real'

Ah it works great now, thanks :D

One thing that's a little bit more advanced you can do is to use the Accumulate Field node along with a generalized bounding box size math to determine the placement of the vertices of your two mesh lines so they dynamically change according to the size and shape of your blocks:

I'm also moving the first layer of blocks back on the Y-axis to make sure they're always centered so the rotations on the vertical don't mess up. Here's the full node setup:

nice solution again @Kuboå

@alambre Likewise! I like that yours enable deleting individual blocks, I realized that might be desirable too late so I didn't bother. Maybe OP could join both ideas together or something.

This is a bit over my head for now, but I'll study it, thanks! I might reuse the 'center blocks on world origin' part, as that was the last issue I had..The Accumulate field was just added in 3.1 I see..good stuff

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


text:
Repeating objects along a path
Is it possible to repeat my track object along a path? I tried using the method shown here Extrude along path using an array and then a curve modifier, but this happened when I added the curve modifier and chose the path as the curve object.

In your scene it looks like the origins of the object might be messed up. When using the Array and Curve Modifier it is important to note that the origin of the curve and the origin of the mesh must be at the same spot. Also the mesh should have it origin at it geometry not somewhere else.
Here is how to fix it:

First let's make sure that your objects are not rotated or scaled by applying the transforms:
Ctrl A -> Rotation & Scale
Select the curve item in object mode
Place the 3d cursor at the curves origin, Shift S -> Cursor to selected
Select the mesh in object mode
Set the origin of the mesh to the geometry, Ctrl Shift Alt C -> Origin to geometry
With the mesh still selected move the mesh to the 3d cursor, Shift S -> Selected to Cursor

blend file

Has any of this changed? CTRL+SHIFT+ALT+C doesn't open a menu, and after doing all of this it's still at the wrong place. (also, that pastebin link doesn't work anymore...)

In the latest version of Blender the CTRL+SHIFT+ALT+C doesn't work anymore. Just select the object and right click in the mouse, then Set Origin > Origin to Geometry.

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


text:
Unwanted keyframe in dope sheet
There is an unwanted keyframe in my dopesheet. I can't delete it, move it, unselect it, etc. It doesn't seem to be connected to any object/bone.

It's the keyframe you can see to the far right.
It's similar in behaviour to what this guy posted on youtube(jump to 00:15):
https://www.youtube.com/watch?v=9RSKKb5HcBI#t=15s
What is this?
Extra info:
I tried installing a different build. But both Blender 2.71 and 2.72b behave like this(same .blend though).
I have seen this behaviour before.

This keyframe is related to an object currently not editable because of selection issues. If you engage the little phantom button near the arrow in the header of your dopesheet window, it should become editable (and disengage the arrow).

That solved it! But the keyframe shouldn't really show up like this though, should it? Is it a bug?

It's his normal behavior, according to what is selected in the 3d window and what is selected in the dopesheet window: the arrow lets you see only the selected item, the phantom lets you work also on unselected objects!

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


text:
Different settings in blendfile
I watched a tutorial on PBR (Physically Based Rendering (I guess)) - http://www.cgmasters.net/free-tutorials/realtime-pbr-in-blender/ and when I downloaded the file some setting were kinda different.
 I couldn't put reflection maps on the objects because the tab "Mapping" is missing. Also, there's Real-time HDR Image which blew me away since nobody did it (youtube videos). I replicated the world setup from Cycles since some nodes from Cycles seem to work in Real-time - GLSL (which is awesome), but it didn't work (the texture wasn't 360 like in the blendfile from cgmasters).
In the nodes for the sphere whatever texture I click the specular map doesn't change in the Material Preview.
Is the code manipulated specifically for PBR or am I missing something obvious?
Also, I really need real-time HDRI so please help!
Update:
I realized it's a test build version (2.78), it doesn't work with 2.77a, but the sphere texture still puzzles me (It doesn't update when I change it from the nodes), but it's a complicated setup so I should probably make a good study of it.
I almost forgot - I still can't aply an HDR image in the viewport (make it 360) and if it works from the cgmasters file, then it's possible. Please help!
The issue

Blend File is here:

I've added your blend file to http://blend-exchange.giantcowfilms.com/ Please always use that site for uploads, as they guarantee the file will be around for a looooooong time. pasteall links will expire at some point.

@aliasguru Thanks. I'll check out the site

Those mapping settings will only appear if you are NOT using nodes to define your material in Blender Internal. Uncheck the button marked in red on the material tab to get the settings back as they are in the first screenshot:

It makes sense, as you would - when using nodes - drop in a mapping node to the node graph to do the same thing. That's why the panels (and many other options) disappear.
Edit
Regarding the HDRI, the ability to show an HDRI directly in the Viewport has been added to Blender in 2.77, you can get the latest release (currently 2.77a) on the Blender website: http://www.blender.org. If you want the HDRI to also reflect on the objects, you'll need a development build from https://builder.blender.org/download/
Here is a screenshot taken from Blender 2.77a:

and this is the same scene in the current development build:

@Vladimir regarding HDRI I don't understand your question. Also, if that is something separate (not linked to the settings you were looking for), please consider asking another question just regarding your HDRI issue. Multi-questions are not allowed on BSE.

In the World tab when I check horison the image shows in the viewport as it is (it's not 360 like in the video). But in the blendfile from cgmasters it works. I can't figure out why. I'll also update the question

Do you just press on "horison" for the hdri, I'm still having trouble - http://pasteall.org/pic/index.php?id=106270

No I don't press anything, I just open your file. Did you test it with the current release candidate for Blender 2.78, available from http://download.blender.org/release/Blender2.78/ ? The world displays fine, the cube as well. The sphere has some trouble with the material, but I'm uncertain where this is coming from. If you use the cube material on the sphere, it shades. Also if you select the Output node for the reflection only on the sphere material, it works. Must be something in the node setup.

@Vladimir please test again with the 1.78 Release candidate (link in comment before), I simply download your Blend file without changing anything at first. With the exception of the Sphere, everything just works. BTW what are your machine specs?

authors: Алексей Орехов


text:
How to make a Dithering effect in blender?
How to make a dithering effect in blender?
Something like this:

By the nature of the render engine, it does produce some kind of dithering, but How to get more of it? Is there a way to do that?
The picture on the right is dithering (dithering is a process of colour effects that the computer makes to make an image, video or animation to look like a higher resolution. The resolution is the same, but the effect is chеаting the eye like it is).

See if any of these help.

According to the caption for that image, the dithered image is the one on the left.

I assume you are referring to this kind of dithering:

Dither is an intentionally applied form of noise used to randomize quantization error, preventing large-scale patterns such as color banding in images. Dither is routinely used in processing of both digital audio and digital video data, and is often one of the last stages of audio production to compact disc.

Basically, it's used to break up bands that appear when you have too few colors in your image. For example, the image on the left is without dithering, the image on the right is with dithering:

You can turn up the amount of dithering noise in Render settings > Post processing, however this is really only meant for removing banding artifacts which sometimes occur in certain lighting setups (without reducing the number of colors).
For example (click on image for full size):

Note that blender can output full floating point deep color EXR images, so unless you plan on reducing the number of colors later (in which case you would want to dither the image when you reduce the colors), I'm not sure that more dithering would really do anything more than what the render settings option already does (breaking up subtle banding artifacts).

Blender doesn't support this kind of dithering, where the color palette is reduced but the pattern dithered to maintain tonal variation.

However you can get this result on the output image in image editors such as The Gimp by converting to index color.
Or automate with imagemagick if you need to perform this as a batch operation (for animations for eg).

Achieving a dithering effect is possible but only on a per-object basis. I've adapted instructions from here. I'll be using the dither pattern shown below:

First you need to have your material set to only render a few colours based on lighting with constant falloff. That means no smooth light/shadow gradient across the object. Here’s the material setup:

Now that we have very discrete levels of lighting on our model, we have the ability to mask out these areas based on colour and replace the colour with anything we want. In our case, a dithering pattern.
In the compositor use the Key Color node to select the colour you want to mask out.

Bring in your dither pattern texture using the Texture node.

Use the ColorRamp node to make the texture colour match that of the Key Color node.

Finally, use the Mix node to combine it all together.

The results will need adjusting to your needs. You will also need to do this for each colour you want to have a dither pattern.

I think the only really effective way to accomplish this would be to use the compositor, here is a link BlenderGuru compositor
Perhaps another option (assuming your using Cycles) would be to turn the samples way down, and use ambient occlusion with a low setting.


text:
Animate lightcircles using shader
I'm messing with a texture coordinate or object mapping to get a bunch of circles (in a single object) to light up from the inside to the outside..I've messed with all kinds of parameters but frankly I don't know what I'm really doing.
How can I manipulate the coordinates or the mapping so the light starts with the inner circle and grows to the outside?

Edit:
I fixed it using Christopher's solution, the UV method of moonboots didn't work as my object/UVmapping were different.

Hello, and what happens once the light has filled the circles?

that's the last keyframe, I'll just add a cycler to repeat after that

Use Object Texture Coordinates, and put a Gradient Texture set to "Spherical" before your ColorRamp. You may or may not need to also use a math node (or manipulate your mapping scale to make the gradient encompass the whole object).

I'm not sure what you mean when you say that your UV is not the same, it doesn't change anything, you just need to scale some vertices in the UV Editor to make it work

@moonboots I tried it in a new blendfile from scratch and it works now..can you elaborate a bit on how it works with the -0.5 location? Also, with an emission strength of 20, it seems the emission stength is lowered with the colorramp selection?

because by default the center of the gradient will be at the 0:0 position in the UV Editor which is the bottom left corner, so you need to place it at the center of the UV Editor instead, which is 0.5:0.5

Unwrap your circular object with the Project from View mode, thin the UV islands if you want the light to appear with no transition:

Choose the Texture Coordinate UV output, in the Mapping node set Location X and Y to -0.5, plug into a Gradient node / Spherical mode, move the blue needle of the ColorRamp from right to left:


text:
Cycles consistently dropping the same single object from render randomly
I made a animation of about 750 frames, and every time I render the sequence (tried a quick version with 500x500px/200 max sample and 1080x1080/1024 max sample) it drops a object from the render at times.
I attached screenshots of the renders..every time a different frame is affected, but always about 2 or 3 in a stretch of 100 frames.
The object that is dissappearing is a BezierCurve with a Bevel geometry object attached to it, I attached a screenshot of the curve setup. I've stripped the scene down to as little as possible while still seeing the missing frames, I attached the blendfile. You can reproduce the effect yourself (might take more than 1 try, just render the first 80 frames or so).
So is this a bug right?
https://pasteall.org/blend/2b47aa256e6f4043b7b5447f4ad50cf8

One addition: also, sometimes it will not render the full amount of light effect/reflections on the surface. See below, where the left part is a single frame and the right part are all frames before and after it:

The curve object "Roadshape" which you used to create the geometry for the street curve has Path Animation enabled. Disable it and right-click on the Evaluation Time value and choose Clear Keyframes. Then the problem should be gone.
//EDIT: This didn't seem to be the solution. Now I noticed that there is also a keyframed animation on the street curve object. The Path Animation option is already disabled, but additionally I cleared the keyframes on the Evaluation Time there as well.
I've now rendered the animation another ten times and didn't experience any errors anymore. I could only guess that there might have been some conflicts caused by the keyframing which get resolved randomly different during rendering.
Another workaround: if the street is not the curve which the car uses for its Follow Path constraint, you could also convert it to a mesh and use that for rendering.

Doesn't change anything..you can try yourself in the uploaded test blend file. also, if this setting was affecting the scene in any way, I would have expected the effect to be consistent on certain frames.

@Oli Well, I tried myself and it worked for me... (what did you think on which file I found that?) Sorry if this wasn't the answer for you. The only thing I noticed, it's not enough do disable Path Animation, I had to clear the keyframes on Evaluation Time as well.

@Oli What you just added: this lighting effect for example still happened when I didn't clear the keyframes. //EDIT: Okay, seems like it's still not working for me either. But before this "solution" I experienced problems each time I rendered, now I just got a problem after rendering it a dozen times or so.

A dozen times? Wow, I get the disappearing road pretty much every time I render the animation..although the missing light is much rarer. i'll install the lastest stable build from today, and also 2.8 instead of 3.1, see if there's a difference

A dozen times after changing it, before it was almost each time as well. Strange things happening there...

I think it might be related to the performance -> final render -> persistent data option. When turning it off, I've had no issues so far.

@Oli I've edited my answer again. Maybe this is the solution. Maybe the persistent data option... I don't know, the problem is if I have to render it over and over again to see if the error reappears this can become very time consuming...

Thanks, the keyframing change seems to help..I'll have to be mindful about these settings in the future! edit: o lol no its back again. Well I'll do some more debugging with these paths and maybe convert the mesh..and perhaps file a bug report if this keeps up.

Tricky... anyway, it is always best to remove keyframes etc. if they are not used for anything, at least to make sure that they are definitely not to blame for strange behaviour.


text:
Overview different type of spheres
I've been looking for info about sphere types, but could really use a quick summary about these type of spheres:
Quadsphere /
Isosphere /
Uvsphere
I'm interested in their best-use cases, but so far I've found conflicting info..some say for example the uv sphere is either great/terrible for modeling organic matter.
Also, is the uvsphere related to uv mapping?
Hope someone can give a clear overview!

They are just different "subdivision" methods used to create faces on a sphere. UV Sphere uses quads around the "equator" but the poles are comprised of tri's. An Icosphere is comprised of tri's by default, but can include other shapes depending on the parameters you define in the operator panel (the little options tab that  appears in the bottom left after you do an action). Lastly, a Quad Sphere is comprised entirely of quads (albeit a bit misshapen and perhaps not uniform size). Each has its advantages/disadvantages depending on your use case.

Also, there is no "right" way to UV map a sphere - only best approximations for a use case - hence why there are hundreds of different projection methods for the planet earth, each attempting to create an "accurate" 2D map with no deformation or scaling issues, but also each suffering from some sort of inaccuracy.

"Each has its advantages/disadvantages depending on your use case." Right, but can you name examples of when you would use one over the other? Is there a scenario where you absolutely would always use the quadsphere?

UV sphere is best for most image textures. There will be visible "pinching" at the poles, but this can be rather easily negated by keeping the affected areas out of view, and/or rotating the texture mapping as needed. If, on the other hand, you wanted to animate a ball that bounces and deforms heavily (squashes) as it does, a UV sphere would be no good because the tri's (especially when deformed) could introduce significant shading errors, so a quad sphere is best. Icosphere's are good for things that are going to be exported to a game engine, because most game engines shade based on tri's.

Thanks, thats the sort of practical usecases I was looking for!


text:
Incrementing bake animation with physics
I made a animation where I rotate a gameboard to move a ball: https://youtu.be/-C43MW5vzy8

The ball is active and the board a passive rigid body that's animated, rotation only.
Moving the ball ahead on the board was a slow process, because everytime I changed one keyframe on the end, I had to rerun the animation again from the start.
I want to solve the puzzle bit by bit by storing the animation for every part where the ball ends up in the right place, and then continue trying rotations from there. Is this possible?
Edit: I managed to bake the ball animation to keyframes, to a certain halfway keyframe for example. But once I do that, the rigid body is removed for the ball.. Do I have to keep re-adding the physics every time I bake a certain keyframe range?
Also, I'm confused as what I have to do with any cache settings. If I press 'delete bake' it keeps saying there's frames in memory. Should I even use any of these options, like 'update all to frame' or 'calculate to frame'?

Oli, the short answer is YES, you can do it that way and it's not difficult.  Here is an example of incremental bakes -
https://blender.stackexchange.com/questions/189665/animating-active-object-in-physics-simulation/190246#190246
An alternative might be to switch between physics and following that path you've drawn on the board.  Use physics to drop it into holes, then back to animation to get it back to the surface before resuming path following. The speed around each section of the path can be varied to suit. You'd animate the board tilts to suit whatever the ball is doing.

@Edgel3D cool example, I'll try out the baking-in-steps


text:
Having trouble making a twisting animation more realistic
I am new to animating in blender, and I have been using the curve modifier to create a specific looking circle, but I want to animate it to make it look like it twists from a circle to a figure eight. The problem is, I tried using shape keys with one as the original circle and one as the final figure eight, but then, of course, it just moves in a linear fashion from circle to figure eight, but this isn't realistic. When you take a rubber band and twist it to make a figure eight you don't move it linearly to the eight, you twist the band around. Does anyone have any idea on how to do this? I've tried using intermediate shape keys, but it doesn't flow smoothly it abruptly stops at the intermediate step and continues. I would appreciate any help.

Use curves and animate the rotation of the the handles to affect the shape like a rubber band.

Possible duplicate of: animation of cylinder to figure eight

Can you provide some images of the base shape? Is it a mesh or a curve, how it is?

Sorry, I added  a 2d representation of what I am trying to achieve

This might be a good place to model the band as a curve (with a rectangular curve Bevel object,) and use the shipped Animall add-on, which enables you to key-frame control-points, and their tilt values.
This animation is of a default Curve > Circle, subdivided once. The three vertices at each end are rotated in opposite directions, while the entire circle rotates through 90 to present the figure-of-eight to the camera. Animall permits the keying of tilts, rotations, locations of the control-points to keep everything more or less in shape.

(v2.91 .blend file)

Consider at least two options.

Hook Modifier. Rotate along its axis with the appropriate point selection.
Simple deform modifier with twist enabled as shown below.

In the image above are three stages of view.  Shape Keys and Hook Modifier.  With more care the viewer can remove some of the flaws.  You see a twist empty controller for twist of the bottom half and an organizing controller.
The below image is a quick approximation to the question.  Perhaps a better approximation will come.  At the moment you are seeing a view convenient for this candidate answer.

Hello, I was thinking about using armature, but I'm not sure how to use it for a curve, could you please tell me how I could use it in this situation?


text:
How to turn any mesh into its bounding box
I have a scene and I want to turn it into a blockout scene for presentational purposes. I want to turn every mesh into a box or a block model. Is there any way to achieve this? Scripts are also welcome

Bmesh script
Quick, n  dirty little bmesh script to do this. For all mesh objects in the screen replace the mesh with the box created from the eight corners of the bounding box.

I've used the convex hull operator which produces a triangulated
mesh.
Current version replaces mesh with hull.
As always save before, and / or test on a copy.

script
import bpy
import bmesh
context = bpy.context
scene = context.scene
bm = bmesh.new()
mesh_obs = [o for o in scene.objects if o.type == 'MESH']
for ob in mesh_obs:
    me = ob.data
    #me = ob.data.copy() # create a copy

    verts = [bm.verts.new(b) for b in ob.bound_box]
    bmesh.ops.convex_hull(bm, input=verts)
    bm.to_mesh(me)
    ob.data = me # needed if copy
    bm.clear()
bm.free()

I'll change it to keep the original mesh! But thank you for your time!

You can select Bounding box in Viewport Shading setting:

This option displays all objects as it's Bounding boxes

No. I don't want it to be for the viewport only. I want to actually deform the mesh into it's bounding box

Do you want to render it? Do you know, that you can render OpenGL of current viewport?


text:
How to drive a value with linear fcurve on both positive and negative axis?
Like for example:

I have a constraint on object A,
B is driving the constraint influence.

If I move B in +X axis 0 to 1, the influence on A is going 1 to 0 on a linear fcurve.
I want to add the same thing on object B's -X axis with linear fcurve
I am not very well versed with scripting but I am trying to get some math right to give it gradual decrease using scripted expressions, but would there be any other way to achieve that?
Thanks
(attached image just for an understanding)

Added blender sample file
Sample Eye Brows created in the file:
Main Controller -> (AnimConstraint) BrowsIn, (Copy Location) MCH.Driver
MCH.Driver -> (AnimConstraint) BrowsAngry,BrowsSad
So when you take the main controller straight on z axis to the right, it triggers brows in. Take the main controller up/down while being on the right, it affects MCH.Driver to go up/down.
So when my MCH.Driver is on Y : 0 and Main Controller goes right, Brows in gets triggered
Now I take MainController to bottom , angry gets triggered and BrowsIn reduces
(because i have set driver on the influence of BrowsIn. When MCH.Driver goes down, it reduces the influence; same way if it can be applied when it goes up, problem would be solved)
Now I take Maincontroller up (topright) its goes BrowsIn + BrowsSad where I only want to trigger BrowsSad and reduce BrowsIn again like the BrowsAngry trigger..
I hope it wasn't confusing ^^

Could you add a  simple sample file with objects A and B (there parents?) and the constraint to be driven (put in some dummy driver).

@batFINGER I've added sample file and edited with some more info ..looking at the way i explained, I hope it doesn't get confusing lol

Influence = 1-abs(B.x)

Solved it with abs() function!
abs(var)
and it affected in the same way in both positive and negative values! :)


text:
Animation Nodes Replicate Object Dynamic Paint
Is there a way to drive the transformations of an array of objects with a dynamic paint map or texture? This would permit more complex patterns to be achieved.
I've seen a dozen tutorials that all show the same techniques, but nothing yet that can be used to make a custom shape or pattern.  With this I hope to control the rotation, position, scale, and color of these arrays.

You can output the dynamic paint data to a vertex group and use its weight in your node tree. In the following example, we add a vertex group dp_weight and use its weight to control the amount of translation in each instance:


text:
Blender camera rotation issues
I am trying to rotate my Camera (not the object but my vision), but it's stuck. I watched a many videos trying to fix it but nothing helped. Does someone have any idea about how to fix it?
I can't rotate my camera 360°. I am only able to zoom-in/zoom-out.
I tried to change my user preference by checking and un-cheking "emulate 3-button mouse". I tried restarting Blender and my pc. I uninstalled and reinstalled but my camera is still stuck in the same position.
https://www.youtube.com/watch?v=InwG2v6YvbQ&feature=youtu.be

Your question is unclear. Please specify your question. You can rotate your camera with R, and I to create a keyframe of the object. Try posting a picture as well.

ok when you try to see around an objet  you simple hold the middle/right  click and drag i just can't make that its suck in the same position i just want to be able to turn around the object

ok i upload a video on youtube

Hold down the scroll button on your mouse and move the mouse around to move around in the viewport. Take a look here.

i alredy tried that every single possible way to click

Since it seems to be box selecting there must be more input. Remove all IO-Hardware (except the mouse) like keyboards, tablets, sliders and try again.

ok i will try that :)

nop its not working i restarted my blender without any keyboard or pen/tablet and still not working

ok ! i finally found a way to fix it i change my control in file -> User Preference-> 3d view -> 3d view global -> rotate view -> and change it to right click

I finally found a way to fix it. I changed my controls in File -> User Preferences -> 3d View -> 3d View Global -> rotate view and changed it to right click.


text:
Converting hair particles to a mesh while keeping the animation
There's this game that I'm working on, using Unity as the engine and Blender to make the models, animations etc.
After going though a lot of trouble trying to make the hair look like feathers, I stuck trying to export my model as a .fbx to Unity.
Only the model and the animation work properly. The feathers don't scale with the model and the rotation is mess inside the engine. I read in many sites that Unity doesn't support the particle system of Blender, so I'm trying to apply the particle modifier, but then I lose the animation. The feathers are not connected to the mesh, is a scalp with the same animation of the body.
If anyone even understands the problem I'm trying to express with my low-level English, I would be grateful for any help.

Related: https://blender.stackexchange.com/questions/4956/convert-particle-system-to-animated-meshes

@Brenticus it's not related because it explains how to export animated meshes which can be done in multiple ways, but this question asks how to export animation of hair


text:
Rigid body simulation inconsitencies
I have an array modifier set up on a curve and I'm trying to make a domino effect. Half of the simulation is normal but the other half is flying about randomly even though they all have same properties and everything is the same. I can't figure out what the problem is.
Leaving the .blend so you can run the simulation and mess about with it.
http://www.mediafire.com/file/gu171w0r4e8acr0/GLICHY.blend

Please add more information - preferably some images, animated if possible - to show what is happening, rather than rely on someone downloading your .blend file. My first thought (just a guess) is that if you’ve created multiple objects from an Array modifier that the resultant objects might not have their origin/centre of mass set correctly and this can cause the simulation to produce unexpected results. Select all objects and use the Origin toolbox option to set the origin to the centre of mass.


text:
Manipulating lists of objects BGE
I am having a hard time trying to manipulate the rotation of every object on a list:
import bge
import bpy

cont = bge.logic.getCurrentController()
own = cont.owner
scene = bge.logic.getCurrentScene()

keyboard = bge.logic.keyboard #Declare Keyboard
wKey = bge.logic.KX_INPUT_ACTIVE == keyboard.events[bge.events.WKEY] #Declare Keys
sKey = bge.logic.KX_INPUT_ACTIVE == keyboard.events[bge.events.SKEY]
dKey = bge.logic.KX_INPUT_ACTIVE == keyboard.events[bge.events.DKEY]
aKey = bge.logic.KX_INPUT_ACTIVE == keyboard.events[bge.events.AKEY]
spaceKey = bge.logic.KX_INPUT_JUST_ACTIVATED == keyboard.events[bge.events.SPACEKEY]

wKey_rel = bge.logic.KX_INPUT_JUST_RELEASED == keyboard.events[bge.events.WKEY]

cubes = (scene.objects["Cube.3"], scene.objects["Cube.4"])
for x in cubes:
    if spaceKey:
        x.applyRotation((0,.1,0), False)
        cubes.append(scene.objects["Cube.5"])
        print(cubes)
        break

The thing is that it works, but it only applies rotation to the first object and if I use x[0:3] or cubes[0:2] it doesn't work at all. What I am doing wrong?

never ever import bpy! - It is the Blender API which is not available within the final game.

AttributeError: 'tuple' object has no attribute 'append'
You explicitly break your loop.


text:
Geometry Nodes: Transfer materials to instances touching faces
Preamble: I'm attempting to make this tool to "blockify" any model that's tossed into it. Its goal is to turn the model into a Minecraft block structure. So far, it works perfectly for the basic function of building the pseudo-voxels. I can export this model and run it through other pieces of software to turn it into a usable format for placing in the world.
The Problem: I still want to add the ability for each instanced block to inherit the material from the faces (or vertices) of the original object that they are touching. Right now, I have a custom Suzanne with two materials applied, but it doesn't seem possible to do this without explicitly assigning the materials by hand or making bespoke changes for each new object I'm trying to convert.
The Question: Is it possible with the current geometry nodes to transfer materials to individual instances via proximity to the faces of another object? I plan on having dozens of materials, so I want this tool to assign them in the most generic way possible to avoid having to make any unique changes to the original object or the node network.
Here's what I have so far:
Blockify01 (animated)
Here's what I want it to do automatically:

Update 04/09/22:
Just to clarify, I'm not spawning these instances on the faces of the object. Instead, I create a cube volume of equally-spaced points and the input model is what selects which of those points to spawn the cube instances at. This is to ensure that the end result is made at a specified resolution and there are no overlapping instances.
Update 2:
It seems to work now! Many thanks to Chris and Robin Betts for bringing forth some key pieces to this puzzle. What I have now is a combination of their suggestions

Of course, it is a bit janky. The material slots on the target object must contain all the materials in the node network and in the same order as the nodes. Also, it doesn't seem to apply the materials to mesh primitives created by nodes, so an external block object needs to be used.

I made it work with this node setup:

Note: I had to use these "set material nodes" else it won't work.
I had to change the colors order to make it work:

It is a bit unpredictable and not logical for why the colors must be in that order...

I couldn't seem to get this work until I used a Transfer Attribute node instead of your Capture Attribute node. It is VERY fiddly, but once the material slots are in the correct order, it seems to work as intended. It's going to take a lot more work than I hoped to ingest a new model, but I think I can build a workflow from this. Thanks a lot!

Glad I could help

It surprises me that the Remesh modifier doesn't carry this as an option.. or that Material Index isn't available through Data Transfer.
I don't know if this suits, but [Monkey Right] is just a copy of [Monkey Left], with an additional Remesh (Blocks) modifier, and this GN Group at the bottom of the stack, to transfer material indices:

Initially, I was using the remesh modifier, but it doesn't have intuitive controls for getting the final output at a desired resolution. Currently, my tool creates a cube volume of equally distributed points and the input model selects which points in that volume spawn the blocks.
If there's a way to use the remesh modifier so I could make sure the resulting mesh is, say, 32x32 blocks then I might reconsider this method.

Check out @Kuboå 's very nice answer here, or my ancient one here.. they may help you out.

Okay, that looks interesting. I'd be a shame to scrap the node network I put together, but this might be the only way to do what I need.
I'll play around with this and see what happens.

I think you should be able to transfer the mat.idx from the original to your construction in the same way as to a remeshed version? This  group should transfer mat. idx from anything to anything. will check on a baby example tomorrow.

Ah, yes, I was finally able to transfer the material index!
I wish I could mark two answers as what solved my issue. Your suggestion of using the transfer attribute node is what got me through, but the bulk of the solution I've ended up with came from Chris. Thanks so much for the help.

get the index of material of monkey.
distribute instance on monkey vert.
combine all the instance as a whole.
put the material on the instance I create,that means he has the same uv as monkey,so their color looks the same.

Sorry, but this doesn't seem to work for my case. I can get a single material to transfer, but the second material doesn't apply to any of the instanced cubes. Does your monkey have multiple materials assigned to different faces?

Also, for some reason the instances won't take the material if it's not an existing object in the scene. My node network generates the cubes from a primitive Cube node and that completely breaks the material application.

for 1, could you pls sent me a demo of your project?I want to know the exact ways you place your material,I think may be place the point on diffierent vertice group will help. for 2, I don't quite understand what you mean...

It's a bit strange, really. There are a few main functions in my node network.
Since I want the blocks to spawn in a perfect grid (as if it were a Minecraft structure), I first create a volume of vertices equally spaced apart. The input model, Suzanne, acts as a selection mask for those vertices in the volume to instance cubes on.
The Suzanne model has two materials applied to it. I did this by going into edit mode and selecting the faces of the eyes and gave it a different material on slot 2.
I'm looking for a way to transfer the material data for each individual cube instance that touches

I'll throw together a project tomorrow to clarify my point in my second post.

Geometry Nodes can't get the material data from input object, he can only get the index, I mean, you have RGB 3 material，GN can only tell which part is 0（R）,which is 1（G）,but he can't get the material back by number 0,1, the number itself means those material you set in GN, eg,you creat a node set material node and choose B, so the index 0 will find B, if you don't set,he will find nothing.
I have a way that if you would like to create the cubes of different colors, not just one cube, I can make what you want.Or we can write a script to get the color from monkey and create cubes.


text:
Creating many objects with different materials fast with python
I would like to create an animation of many spheres (20000). At every keyframe I would like to assign every sphere a new colour. I manage to create the animation of the spheres with all the same material fast.
My Idea to realize this was to create 20000 materials and to assign every material to a sphere during creation of the spheres. This is absolutely slow. I also do not know why the keyframes of the color show no effect in the annimation
Here is a minimal example of what I tried:

import bpy
import bmesh
import mathutils
import numpy as np
import os

### initial Material
print('Materialien erstellen')

mat_green = bpy.data.materials.new(name="MaterialGreen") #set new material to variable
mat_green.use_nodes = True
node_tree = mat_green.node_tree
nodes = node_tree.nodes
bsdf = nodes.get("Principled BSDF")
bsdf.inputs['Base Color'].default_value=(0.034,0.402,0,1)

### Sphere to replicate

bpy.ops.mesh.primitive_uv_sphere_add(radius=12, enter_editmode=False)
bpy.ops.object.shade_smooth()
SGreen = bpy.context.active_object
SGreen.data.materials.append(mat_green)

maxTraces=100%%% This should be 20000 later
MaterialsCMAP=[]

print('create Materials')
for i in range(0,maxTraces):

    mat_CMAP = bpy.data.materials.new(name='Colormap_'+str(i).zfill(5)) #set new material to variable
    mat_CMAP.use_nodes = True
    node_tree = mat_CMAP.node_tree
    nodes = node_tree.nodes
    bsdf = nodes.get("Principled BSDF")
    bsdf.inputs['Base Color'].default_value=(1,1,1,1)
    MaterialsCMAP.append(mat_CMAP)

print('create Spheres')
GreenSpheres=[]
for i in range(0,maxTraces):
    o=SGreen.copy()
    o.data.materials.append(MaterialsCMAP[i])
    GreenSpheres.append(o)

    print(str(i))

co=bpy.context.collection
frame_number=0

for o in GreenSpheres:
    co.objects.link(o)

particleNr=0

frame_number=1

while (particleNr <maxTraces-3):
  GreenSpheres[particleNr].location=(particleNr*50,0,0)
    mat=MaterialsCMAP[particleNr]

    name='MyAction2_'+str(particleNr)
    mat.animation_data_create()
    mat.animation_data.action = bpy.data.actions.new(name=name)

    fm_r = mat.animation_data.action.fcurves.new(data_path="diffuse_color", index=0)
    fm_g = mat.animation_data.action.fcurves.new(data_path="diffuse_color", index=1)
    fm_b = mat.animation_data.action.fcurves.new(data_path="diffuse_color", index=2)
    fm_r.keyframe_points.add(1)
    fm_g.keyframe_points.add(1)
    fm_b.keyframe_points.add(1)

    fm_r.keyframe_points[-1].co = frame_number, frame_number/50
    fm_g.keyframe_points[-1].co = frame_number, frame_number/50
    fm_b.keyframe_points[-1].co = frame_number, 1
    frame_number+=1

    particleNr +=1

bpy.context.view_layer.update()

What could I do better? Does anyone have an idea?
That would help me alot!!!

if you already have the velocity values maybe you could keyframe the object 'pass index', wich is an integer and does not need to be unique... this can be read later from material with a similar setup as before and lets you have a single material...
you would need to make the script keyframe this 'Pass Index' for each object, maybe go from 0 to 99 and then divide in the material and use that to pick a color... still easier than having so many materials I think

other way would be to have Blender extract somehow the velocity for you

Thank you very much, I try to understand this... do you have any idea how that could be done by script?

Is it possible to assign the color also specifically, not randomly for every object?

here is that blend if you want to check... what's the rule for color assignement? a few things can be done from the material itself... the info node > random gives you a unique value for each object in range 0-1, the color ramp could be set to return only some colors, the drived value node returns the frame number...

Thank you, I really need this to be done this by a script. And how do I get to this view, for me your file looks just like a grey cube

set the viewport shading to 'material preview' or 'rendered', the balls up in the right, or just press 'Z'... and try to explain the rule for color changes, it can be done with a script but I imagine you don't really need 20000 animated materials!

Thanks. I have 20000 spheres. My goal is to make an animation of these spheres and assign a color to these spheres depending on its speed. I need to do it with a script, because I have a dataset of spheres which I would like to display

I also thought of only taking 50 materials and change these materials for every object every frame. But I dont know how to program these keyframes

updated the file with a little script also to show how to keyframe it... a problem I see is that ids are ints and not interpolated, so have a lot of samples but custom property would work too, and it's a bit slow to create the animation also

I found a solution, which sufficces for me, thank you very much for your ideas!

import bpy
import bmesh
import mathutils
import numpy as np
import os

### initial Material
print('Materialien erstellen')

mat_green = bpy.data.materials.new(name="MaterialGreen") #set new material to variable
mat_green.use_nodes = True
node_tree = mat_green.node_tree
nodes = node_tree.nodes
bsdf = nodes.get("Principled BSDF")
bsdf.inputs['Base Color'].default_value=(0.034,0.402,0,1)

### Sphere to replicate

bpy.ops.mesh.primitive_uv_sphere_add(radius=12, enter_editmode=False)
bpy.ops.object.shade_smooth()
SGreen = bpy.context.active_object

maxTraces=10### This should be 20000 later
#MaterialsCMAP=[]
#for i in range(0,maxTraces):
#    mat_CMAP = bpy.data.materials.new(name='Colormap_'+str(i).zfill(5)) #set new material to variable
#    mat_CMAP.use_nodes = True
##   node_tree = mat_CMAP.node_tree
#   nodes = node_tree.nodes
#   bsdf = nodes.get("Principled BSDF")
# #   bsdf.inputs['Base Color'].default_value=(1/(i+1),0,0,1)
#    MaterialsCMAP.append(mat_CMAP)
print('create Spheres')
GreenSpheres=[]
for i in range(0,maxTraces):
    o=SGreen.copy()

    GreenSpheres.append(o)

co=bpy.context.collection
frame_number=0

for o in GreenSpheres:
    co.objects.link(o)

particleNr=0

frame_number=1

while (particleNr <maxTraces-1):
    ob=GreenSpheres[particleNr]
    ob.location=(particleNr*50,50,50)
    name_mat='Mat_'+str(particleNr)
    mat = bpy.data.materials.new(name_mat)
    ob.active_material=mat
    ob.material_slots[0].link = 'OBJECT'
    ob.material_slots[0].material = mat
    nameActMat='MyActionMat_'+str(particleNr)
    nameActOb='MyAction2_'+str(particleNr)
    mat.animation_data_create()
    mat.animation_data.action = bpy.data.actions.new(name=nameActMat)
    ob.animation_data_create()
    ob.animation_data.action = bpy.data.actions.new(name=nameActOb)

    fm_g = mat.animation_data.action.fcurves.new(data_path="diffuse_color", index=1)
    fm_r = mat.animation_data.action.fcurves.new(data_path="diffuse_color", index=0)
    fm_b = mat.animation_data.action.fcurves.new(data_path="diffuse_color", index=2)

    fm_r.keyframe_points.add(1)
    fm_g.keyframe_points.add(1)
    fm_b.keyframe_points.add(1)

    fm_r.keyframe_points[-1].co = 1, 0
    fm_g.keyframe_points[-1].co = 1, 1
    fm_b.keyframe_points[-1].co = 1, 0

    fm_r.keyframe_points[-1].interpolation='CONSTANT'
    fm_g.keyframe_points[-1].interpolation='CONSTANT'
    fm_b.keyframe_points[-1].interpolation='CONSTANT'

    fm_r.keyframe_points.add(1)
    fm_g.keyframe_points.add(1)
    fm_b.keyframe_points.add(1)

    fm_r.keyframe_points[-1].co = frame_number, 0
    fm_g.keyframe_points[-1].co = frame_number, 0
    fm_b.keyframe_points[-1].co = frame_number, 1

    frame_number+=1

    particleNr +=1

bpy.context.view_layer.update()

that's great, I wasn't too helpfull though :p


text:
AO shadows ind Cycles
I was wondering if it's possible to get AO shadows on a model using the material node editor without baked textures or vertex colors (or the compositor). I've tried finicking around with the AO material but it always results in the model becoming much brighter and less blended with the environment. If anyone knows if it's possible I'd love to know.

Related? https://blender.stackexchange.com/questions/84493/how-can-i-change-intensity-of-ao-and-bake-this-effect-using-blender-render

@PaulGonet Sadly the models are relatively low-poly and would not work with the suggested method, but your efforts to help are much appreciated.

The Ambient Occlusion shader can look unrealistic because unlike most other cycles shaders, it is not based on how light interacts with materials in the real world.
Instead, the lightness of shadows depends on how far other objects are. If it "sees" an object close by, it assumes that part of the mesh should bee in complete darkness. Otherwise, it produces a lighter color. If the ray tracer reaches no objects at all and reaches the sky, it produces very bright colors.
While unrealistic, AO has it's uses. It will usually give you less noise than the diffuse shader, whose behavior it very loosely imitates. This means that you can sometimes get away with fewer samples (and hence a smaller render time) by using AO.
However, this will not give you a realistic rendering. If you are willing to use more samples and want a photorealistic picture, use the Diffuse shader instead.
You can compensate between realism and quick rendering by mixing AO and Diffuse using the Mix node:

AO only

50% AO, 50% Diffuse

Diffuse only

Notice that mixing the AO with diffuse, you can reduce some of the unnatural brightness resulting from AO.

After much experimenting in Cycles trying to get it without baking, the best way I have found is to use compositing with AO pass. This gives you a way to tune the AO output with brightness/color/curves before applying it to your scene. The problem with that it forces you to manage the entire compositing of other layers as well, like emission, environment etc.. which is not trivial. The good part is that you get more control!
As a start, I suggest:
  1. set the desired AO distance and strength in the world settings. Check out the rough resulting look in 3D view or quick render
  2. enable AO pass in render layer settings
  3. enable compositing node:
    * add RGB curve or Brightness/Contrast or ColorRamp to control the AO pass layer
    * use overlay or multiply to add it to your base combined rendering pass.
Here is a quick example of what can be achieved with simple brightness/contrast on AO. Left Suzanne base combined pass, right with tweaked and composited AO.

BTW, I also tried the AO look combined with volumetric fog (volume scatter) which creates very weird strong shadow results. Basically AO and volume scatter don't mix. I ended up rendering multiple passes, one with AO composited and another one with Mist pass only added on top.


text:
Output .obj or other format once per line
I'm exporting a .obj file, but when I open it, it is all jumbled up. I need to have it like this:

v 1 1 1
  v 1 1 1

not like

v 1 1 1v1 1 1

Is this possible?

Please add more information, your question is unclear.

It is hard to understand what you mean by the codes you have used. Could you provide a screenshot of your problem and describe what you would like to achieve?

My default cube exports to obj just as you wish...

it has just a LF, though not CR+LF (being on linux) maybe your text editor expects CR+LF to recognize new lines: try to see if it supports unix line endings (just LF), or replace LF with CR+LF somehow...


text:
Object not visible when rendered
An object is missing when rendered. It is not restricted, clickable, and can be seen in the 3D View. I have searched the internet, and this forum as well but found nothing.
I have provided 2 screenshots if I ever did something wrong
Please tell me when you need another screenshot of something.

what object are you talking about? maybe share your file: https://blend-exchange.giantcowfilms.com/

thanks but again, what object are you talking about? Everything that is supposed to visible is visible, and vice versa

Some objects in your scene do not have meshes, so they are not meant to be rendered, but only exist as objects to help you animate.
Also, there is an object called IK/FK_panel that is not rendered because it is hidden from the render. To re-enable rendering of this object, click the camera icon that appears greyed out in the object list.

The IK/FK Panel is the panel used to animate, it is not suppose to be shown in rendering


text:
How do I create a wood texture?
How do I texture wood so it looks like rough bark? I would like to imitate this texture:

In google find: 1. Blender UV Mapping. 2. Blender Principled BSDF. 3. Free Bark Textures. 4. Blender Displacement Modifier. For the first two and the last one any tutorial from youtube will be good. For the third one maybe you will need to dig a bit to find one with Base/Diffuse/Albedo, Roughness, Normal and Height map. That's it. Any of them steps are also pretty easy to find here on BSE. Even thread with Blender Resources.

As LukeD mentioned, you could make your way with what he pointed out. Depending on your skill level, you may succeed or be completely discouraged.
There's a full tutorial from Andrew Price (blender guru) teaching the whole work flow of the steps mentioned in the later comment.
https://www.blenderguru.com/tutorials/how-to-create-realistic-bread
Yep, it's not for a rough bark but the work flow should help you taking care of some details and difficulties you may encounter during the process.
Replace all the words "Bread" with "Wood" and you'll be good to go!
I guess I saw some wood textures that may help you out on textures.com, it's free for low res.
Good luck!

This is just a link answer. You didn't do anything else than posting link to a tutorial. This should be posted as a comment.

Then how can I post a comment for now? Other than my own posts?
You basically blaming me of being unable to shake your hand while they are tied behind my back.
I didn't do anything but trying to help the best I could.  Have a wonderful day.


text:
Gradient in Blender Render
I would like to add a brown to blonde vertical gradient to my model's back facing hair. How can I do this in Blender Render?

You can use the blend texture for this.
Go to the textures tab in the Properties Editor. In the material sub-tab (it's open by default), create a new Blend texture.

Change the mapping of the texture to "Object", and select the object that represents the model. Set the X coordinate input to Z (because we want the gradient to be vertical). The other settings don't matter, because the Y and Z coordinate inputs don't affect the output.

Now that the texture is mapped correctly, you can change it's influence (in the influence drop-down accordion). In your case, the texture should influence the color of the diffuse shader. If your material is brown, this texture should make it blonde (yellow-ish) on one end. The color influence is at 1 by default, which is what we want. Just change the color to what you want.

You should now have a basic gradient from blonde to brown. Then, just play around with the mapping and influence (and other) settings, until you get the look you want.


text:
How to stop joint separation
I have a problem with a model. I've rigged the model for animation, but what happens is that joints have a really weird separation, like this:

How do I solve this? The model came in four parts. I made them one, but the same happens to where the models meet, i.e. arms to torso, legs to torso. How do I fix it?

You need to join the vertices or your weight painting will be really hard

This is caused by unequal weights on the edges of the mesh sections. Essentially the bone is 'pulling' on the mesh a different amount on each edge. The two easiest options are to either join the loops (selecting both and pressing W and choosing remove doubles should do the trick) or carefully weight painting the edges to ensure both edges have the same weights.


text:
Problems parenting an armature to a mesh
I have an armature that I am trying to parent to a mesh and it isn't working. See the image below for reference. I am just a beginner, so feel free to ask me questions as I am not sure why it is acting this way.

Select the armature first and then select the mesh.
Afterwards parent the objects Ctrl + P and try Automatic Weights

all the videos i have watched have said the opposite trying now

update it is now parented correctly but is still acting the same. also there is no option for automatic weights if you want to talk i can give a discord link or something.

https://discord.gg/nEmqPNf


text:
Fluid simulation stuck
I am new to blender. I am trying to make a simulation of a fluid that comes out from a pipe. However, it looks like it's stuck at the pipe, even though some of fluid comes out. Its weird.
My pipe has the solidify modifier and one face deleted for the fluid to come out. It has only fluid physics enabled, with the following settings:

Type: obstacle
Volume initialization: both
No export animation
Slip type: partial slip (amount:0.2), impact (factor:1)

My icosphere has physics enabled for fluid:

Type:inflow
Enabled
Volume initialization: volume
No export animation
No local coordinates
Inflow velocity: (x:-1, y:0, z:0)

The Blender file is available for download.

It seems like the fluid simulation objects were scaled in Object mode instead of Edit mode, and the scales haven't been applied using [Ctrl] + [a]
Also for a large domain you should probably start out with a resolution of at least 100.
Here's a blend file with the applied scales:


text:
Mesh shrinks when trying to bend after rigging?
I am a beginner at Blender and was following a tutorial that showed how to create a character with a rig and animate it. However, I have come across a problem I can't seem to fix. When I bend the arm for a running pose, the mesh at the elbow looses its volume. I have posted a screenshot below to show the problem.
Blend File: https://www.dropbox.com/s/kui3d18refgecde/charbendingsolutiontry.blend?dl=0

You have to play with weight paint to find the right weight.
When your intention is a like organic mesh, you have to make it as square as possible. this will make the deformations look smoother.
See the image below.


text:
How can I create one uv map for multiple objects?
How can I unwrap multiple objects so that all meshes get unwrapped on the same uv map?
I have this tent, and I want to "paint" on it.

I tried selecting all the objects in this scene and unwrap but some edges became red (in edit mode). I don't know why.

Also, after marking the seams, the smart uv mapping option is missing.
So how can I unwrap all these objects in one uv map?

and why some corners are red? Like in the photo

No, you can link UV maps for identical objects

In Blender 2.8 and beyond you can enter edit mode with multiple objects selected.
Before Blender 2.8
Simple answer: "you can't"
Because a UV map pertains to each individual object, and only shows in the UV/Image editor while in edit mode, you cannot combine UV maps, or see multiple maps at the same time. (You can only enter edit mode for one object at a time.)
Longer answer: "you don't have to"
Most likely, your best solution is to select all the meshes (not cameras or lights) and press ctrl+j to join them into one mesh. Now you can unwrap them all as if they were one mesh, because they are.
Tip: You may want to reset the origin after doing this. (ctrl+shift+alt+c) -> "Origin to Geometry"
There are also some add-ons that help with generating UV maps that fit with others in the scene, for creating one large texture for all objects, instead of many different textures for each object. Try pressing ctrl+alt+u and typing "UV: Texture Atlas" in the add-on search box. This might help you.

I did that CTRL-J but i dont know if they became one mesh, my scene tree looks the same. How do i know that?

After marking (again) the seams, i did "Unwrap" but my uv map is blank. Why??? I tried doing a "Smart Uv Project" but its the same result... a blank uv map...

I can't really say for sure. There are so many possibilities, and I am not seeing that is actually happening. Screenshots or a blend file upload might help. About joining, most likely the join failed because you had sometime besides meshes selected (the camera or lamps, most likely). I'm not sure why your UV map isn't showing up, but I can't really give a guess until I have more info

@UncleSnail I wonder if i have a model made of 20 object, made only one or few primitive meshes each. is combining maps of each of them unnecessary?
PS:im a newbie modeller. And consider my model is better have to be in seperate objects, if UV combining uv's doesnt effect anything at all.

for anyone in 2019 or later viewing this, now you can  edit multiple objects at a time if you are using blender 2.80 or later.

If you ctrl J then you have to incorporate the different objects into the same mesh. If you don't the triangles and UVs will overlap.

Simple answer: Yes you can!
There is a free addon called 'Multi Object UV Editing' which you can download from github at https://github.com/ndee85/Multi-Object-UV-Editing
I am using this addon myself, it works like this:
Select multiple objects and press the 'Multi Object UV Editing' button from the tool panel in the 3D view.

It will then temporarily combine your objects into one and open the UV editor as one. Once you are done editing and switch out of the edit mode (tab key) it will transfer the UV changes to the previously selected objects. It's pretty seamless.

This is perfect. Thanks!

There is also a way to do this without add-ons.

Simply select all the objects you want, the last one should be the one that you want to edit. Then go into Edit mode.
Then, in the UV Panel, go to the menu "View" and check "Draw other Objects"

There is a tutorial on Youtube as well: https://www.youtube.com/watch?v=rbJbZU3B-Vo

I choosed all objects in "Blender 2.8" switched to edit mode, and chosed all of faces by pressing "A" key.
Then i and unwrapped just like unwrapping 1 object.
I guess 2.8 suports uwrapping and displaying all chosen objects at the same time.
I hope this action was not a glitch :)


text:
IK-constrained bones change position in the pose mode
I was following a tutorial on rigging and everything went fine until I tried to parent my mesh to the rig, only to discover that when I switch from edit/object to pose mode (before skinning the mesh), two lower leg bones change the original position. It looks like they are being pulled by the IK.
This causes deformation when I skin the model and I'm sure it will cause problems when animating. I kinda found a solution where I had to rotate these two bones in the pose mode (although the mirror poses wouldn't paste for some reason from one side to the other), but I am not satisfied with it and I'd like to know whether anyone has an answer for this.
Why did it happen? Is there any way to deal with it? Below you can find a couple of images that show the problem and here is a link to my .blend file.

I actually figured it out! In case anybody else encounters the same problem. When rigging, I was using Ctrl + N -> View axis to align the bones with the view axis, so that their rotation is not messed up. I aligned them from both front and side view, and that's what caused the problem. As long as I align them only in the front view, it works!

In armature edit mode, Ctrl-N recalculates the bone roll. That means it alters the direction of the bones local axes, so it rotates the bone. Enable axes in armature display properties to see this as it changes. You can see the roll setting in the transform panel of the properties region N.

Yep, this is how I did it. Thanks for writing out the whole process :)

When I have this problem I go to Pose Mode, select the bone concerned, shift it to where it's supposed to be, Press CTL-A and select -
'At Rest '.
Check it in Edit and Object modes to see it doesn't move back again.
Do this for each bone that's out of place.
In your example I'd be rotating the bones above the yellow ones, which I think you might have tried already(?)

Thanks for your suggestion! I did try rotating the bones above the yellow ones. Nothing works though. But I appreciate the advice you gave, it might work in different situations :) I guess I will just need to rerig and see whether this comes up again. Perhaps I just made a mistake somewhere along the way and didn't even notice. Rigging = hell =/

Blender does have it's challenges  :-)


text:
Follow bezier with scale variation
Could you help me please?
I need to a pattern where spheres are following a bezier curve without deformation, touching each other but with different scales in some parts of bezier line. The spheres must not intersect with each other and there may be no gaps between them, like in the example picture (blue line is bezier):

My attempts with duplicaces failed:

Related https://blender.stackexchange.com/questions/68923/torus-object-stretched-in-array-curve-modifier

It is similar by not solves it. I need spheres follow path, be not deformed and the main part is scaling down or up in different parts like in the picture. the goal is to control scale and don't let spheres intersect or go apart while they stay not deformed.

The trick here is using the same technique as described in this answer, but tick the option Scale for Duplifaces.

Just create one plane mesh, make sure it is 1x1 units in size. Make sure you apply its scale if you scale it in Object Mode.
Create you sphere, at the same scene coordinate as your plane. Also scale it so it is 1x1x1 units in size. Make sure you apply its scale if you scale it in Object Mode.
Create your Bezier curve object, adjust shape as desired but make sure it stays at the same scene coordinate as your plane and sphere.
Create one Empty object type and scale it to 95% scale (or adjust as desired). Once again make sure it stays at the same scene coordinate as your plane, and sphere.

Add an Array modifier to the plane, set the Empty as Object Offset and adjust the relative spacing so it matches the scale factor of the empty. In my case for 95% scale the Relative Offset should be 0.975.

Now just parent the sphere to the plane, activate Duplifaces and tick the option Scale so duplis are sized according to face area.
Adjust the Array as necessary.


text:
Using dynamic paint images for displacement
I have been having a lot of trouble getting this to work, and I'm hoping someone might be able to help me.
I have a dynamic paint canvas (ground) on which I want to animate the tracks of a vehicle moving across it (animated).
Both ground and vehicle are rigid bodies. I cannot use Vertex displacement, as the required vert density is too high to manage (the ground plane is large).
So I'm baking an image sequence, Displace type as shown here:

I have to use the depth type of image, as using a displace type only gives a 100% grey image. Using Depth I get small white paint marks where the tracks are touching the ground plane.
So I think I have a usable image, but I cannot get it to actually do anything. Even when using a single image, I cannot get any visible tracks on the ground. I've tried plugging the image into the displacement material output, I've tried adding it as a texture in a new displacement modifier, and I have even tried to use it as a Bump map. In all cases I've tried to multiply and/or invert the image, but nothing is visible at all.
Any suggestions as to how I actually get the below baked depth image or sequence of images to give some visible displacement? I know it just looks black, but there are actually very faint white marks on it... hope that makes sense.

Zoom in if needed to see the marks.

This is an "answer" only because i wanted to attach an image.  To ask a basic question, have you tried manually editing your depth image so the contrast is more pronounced?  A quick and dirty version of that is below.  I am guessing you are not going to see noticeable results from many of the methods you describe if the color differences are too subtle.

If that fixes the problem, then I guess there are several ways you might increase the contrast in your images, some within blender and some external.  It sort of depends on how you're using it, for example if you're using a bump map you might try a brightness/contrast node.

Yes, that actually worked to some extent. Still nothing on the Displacement Mat.Out node, but when I use it in a displacement modifier I can see it affecting the terrain, so thank you very much for putting me on the right track.
May I ask as an aside, how you would go about either:

efficiently converting 1000 images to this higher contrast type; or
what settings I'd need to adjust to get this result from the image bake in blender?

Either way, I think you've put me on the right track. I just need to invert the result so that it's an impression, rather than an addition.


text:
Geometry Nodes: how to calculate custom normal deformation?
GN currently doesn't support Custom Normal input, however you can import them as some other data. Once. If however the mesh is animated, those normals need to get deformed too. It seems that having the mesh and it's true normals should be enough to do that. Any idea what could be the simplest way?

How are you animating it?  Object transforms, modifiers, or GN?  https://blender.stackexchange.com/questions/279041/showing-face-vertex-normals-as-fancy-arrows/279098#279098 has me using some tricks to get custom normals into GN; might be useful for you depending on the specifics.

@Nathan Thanks! Almost the same - displace along CN->store->displace back). Then the character deforms by Armature etc. Then Subdivision and Displacement along custom Normals for fur. Fur could get fancier if displaced by GN. But I'd have to deform stored CN... untill - I read your comment and it occured to me that I could just grab the normals from the final mesh. Which would be slower (given subdivision). However - actual tests show <3% performance difference in grabbing norm befre/after subdivision! Wierd. Furthermore - the whole thing is just 4% slower than Displacement.

@Nathan ...The bulk of computation seems to be in the SS Modifier.
Not sure how to mark this now though. It is resolved, but the question was on how to compute Normal deformations from Mesh/real-normal deformation...

You could just leave it open; the question is valid of course, although I'm not sure it's currently answerable; I don't know the general answer off the top of my head and am not inclined to do a bunch of experimentation to figure it out.  I just guessed you had a particular situation that was solvable without solving the general problem.


text:
Is there a way to iteratively rotate instances in Geometry Nodes? Ideally looking something like "Transform Instances"
Learning Geometry Nodes, spent a few hours searching and can't find the equivalent of "Transform Instances" - I want to iteratively rotate my instances, I see "Translate Instances" which lets me move them around (with math+combine+translate) but I want to spin them - is there a node or node combo for that?

There's no combined Transform Instances, but all three transform operations are available as separate nodes—Translate Instances, Rotate Instances, and Scale Instances.

wow - not sure how I missed that, thanks!

@Kevin Easy to miss things when you're new :) If that was what you're looking for can you mark it as accepted, please? The check mark right beneath the upvote/downvote arrows. Thanks.


text:
Convert Mantaflow or other sims to mesh/get specific frame from sim?
Is there a way to convert simulations into mesh? Freeze on a specific frame you like, bake it/convert it to geometry so you can 3D print it? I'm asking specifically about water.

Export and Import which is a choice on the File Menu.  I have used OBJ format.  Fluid Simulation. You may try to apply modifier.


text:
How to prevent particles from partly going through the collision object?
I have some particles that bounce on a collision object.
But when the particles fall on the collision, half of them pass through the surface.
like:

I just want to have a perfect bounce.

usually you place a non visible collision object, maybe same plane but just move it up and hide it to render... also consider subdividing it to improve detection... also remember that particles always collide as spheres

You can use Size Deflect for this.
Particles are points with no size and can be rendered "visually" as objects but when it comes to physics like collisions, they will still be considered as points so your collision plane is colliding with the particles this way.
There is an option to use size of the rendered form of the particle as a collision shape tho, it can be found under the Particle Settings in the Physics section and Deflection:

This option is unchecked by default for performance reasons but if you enable it, your particles will bounce off the plane the way you want them to.
With Size Deflect :

Without Size Deflect :

I found this on the answer posted by Michael_W on this Blenderartists thread.

Thank you for answering this!!


text:
"Infinite" mirror corridor isn't infinite (Cycles)
I'm trying to make almost infinite room where walls, floor and ceiling are mirrors, but every next reflection is getting darker and darker, so I cannot reach effect near to infinity. I'm using a simple Glossy BSDF shader with white color and Roughness set to 0. I've already set Light Paths to:
Total 1024, Diffuse: 4, Glossy: 1024, Transmission: 12, Volume: 0, Transparent: 8.
I've also noticed another problem, strange reflection (yellow mark). There are only three holes without planes with glass, only holes. HDRI doesn't have this "rectangle" filled with same color, that's why I don't know why this reflection is soo ugly.
Could someone help me please? I've also marked walls, and floor with green lines to make it more readable.
Raw view:

Render in viewport:

Hello and welcome. Instead of having users go through links and external sites please use the builtin tools to embed images in your post. See How to upload an image to a post? or GIF

Are you sure that the color is 100% white? It works fine for me...

Sorry, I was trying to upload two images, but only one appeared in preview, so I've decided to add link instead. A, yes, the Value was 0.8 instead of 1. Thank you. My bad. But still there's that strange ugly color in these reflections marked with yellow color. Sharp mono color blue area, while there's no such area in HDRI

could you please share your object (make it as simple as possible): https://blend-exchange.com/


text:
Can we make a looping random transform animation using noise in Blender?
In this video I'm using random transform for animation, but the result is so bad.

There are other methods, like Erindale's sine-wave looping, but here's a Geometry Nodes setup with less math where I mix two 4D Noise Textures with identical values at different temporal phases (the W socket) tied to your desired beginning and end frame numbers:

Thanks, I followed your node. It works very well. But is there a way to set how deep the z-axis translation is?

You should be able to control that with a Multiply node right before it goes into Set Position, no?


text:
How to select the outer edges of a plane in Geometry Nodes?

I have made this shape in geometry nodes. How would I go about making a selection of just the outer edges excluding all the other edges within the shape?

Do those cells have faces?

Assuming those cells are filled with faces, there's an easy-to-utilize difference between the outer edges and the inner ones: outer edges belong only to one face, while inside edges are always part of at least two. We can make a selection based on that distinction with the help of the Edge Neighbors—Face Count socket:


text:
Painting on my model doesn't work
I have UV unwrapped my model, as you can see on the right of the screenshot.
As you can see, i can only fill the model but i can't paint on it.
How can I fix this?

For Blender Internal Follow this quick step below and Save the file in UV Editor

UV unwrap the mesh.
Default material
In the UV Editor -> Click on New Image  (width x height and give a file name as(abc)) -> ok
In Uv Editor -> Image -> Save as Image F3 give a name -> click ok.
Add a New material -> In the Texture Tab click on New
Below in the Textures -> Image -> Select from drop down image saved in UV (abcc)
Switch to Texture Paint -> Now you can paint

For cycles Follow this quick step below and Save the file in UV Editor

UV unwrap the mesh.
Default material
In the UV Editor -> Click on New Image  (width x height and give a file name as(abc)) -> ok
In Uv Editor -> Image -> Save as Image F3 give a name -> click ok.
In the Material -> Surface -> Color -> Change to Image texture -> Select the created image (abc) from drop down.
Switch to texture paint -> Now you can paint.


text:
Realistic Light Reflection
I have an object that I'm trying to recreate in Blender. It's a bookmark with lights in it, and I'm trying to get it to have the correct light bounces.

I'm trying to get it to look like this, where the light gets trapped at the edges of the glass and reflected inside. But when I tried making it, the results looked like this.

The light doesn't get reflected from the edges of the glass but it escapes. I wonder if there is a way to create it so the light looks like how I want it to.
I used area light to light up the glass. For some reason, I had to put the light source inside the glass. If it were to be a little bit behind the glass, no light would get through even after I made a hole for the glass to insert in the wooden section. I also increased the light intensity for that render because if I didn't, the light wouldn't reach the end of the glass. The max brightness I could set is about 1 W before the red starts overpowering the upper part of the glass in false color mode

I'm extremely new to Blender, so please don't use any weird Blender terms.

you could cheat and give a mix of emission and transparency to these 3 sides, no? as it looks like if the sides emit light

https://blender.stackexchange.com/questions/71385/volumetric-windows-10-logo-effect

Fake
In edit mode select side faces and assign material with Emision Shader.

Realistic
This glass plate consists from three materials:

front/back side with Glass Shader
bottom side with Emission Shader
top/left/right side with Glass Shader but now with Roughness 1


text:
How to make water wall effect?
Go you have any ideas how to make this sort of an effect? I've tried to achieve this using water simulation, but it didn't turned out well. Using a texture looks like rational, but I have no idea how to make one. I'm concerned that buying Flip Fluids is my only option.

Do you it for animation or still image?

I was wondering about quick camera zoom animation, but still image is fine

I have personally found fluid simulations to be poor at this. I think it would ideally use a glass BSDF with an animated displacement/normal map... but I don't know how to generate that map. Footage of the effect would be useful, and I haven't had much luck finding any.

Also, the nearest thing I've come across for creating this kind of effect is this After Effects tutorial: https://www.youtube.com/watch?v=GLwpCNil3XE
It relies heavily on proprietary filters, but the general idea of making a black and white animation of the water's displacement seems like the right approach.

Possibly need to render a smoke effect? Then post process it to get harder edges and use it as a normal displace?

Sorry, but I have no idea how this workflow should look like, could you please give me some more directions?

This is possible using a Fluid simulation - although it does take a bit of trial and error to get the settings right whilst still being able to keep the simulation resolution low enough to make it practical.

To set up the scene you need the Fluid domain and the 'nozzles' to spray the water. The fluid domain should be kept as small as possible to reduce the computation for the simulation. Note that if you resize the domain you should always 'Apply Scale' for the resizing to take effect on the simulation cells (otherwise the simulation will be distorted).
I used the 'Shell' setting for the Inflow nozzles. This allows them to be defined as simple plane faces rather than a volume within the simulation. The sizing and orientation of the nozzles is quite significant - they need to be big enough in relation to the fluid 'resolution' and the direction of the 'Inflow' should approximately match the orientation of those faces.

The higher the Resolution of the fluid simulation the better - although larger values will significantly affect the simulation bake time. However, the resolution must be high enough in relation to your inflow nozzles so that each contributes a solid stream of fluid. If the inflow is intermittent, try larger nozzles, reorient the nozzles to match the flow direction, or increase the resolution.
Once you have the general flow working you will likely need to adjust the Inflow speed and direction (by changing the X,Y,Z Velocity settings) to adjust the flow. This needs to be high enough to produce enough fluid to cover the surface without being too high to cause splashing (which will hit the edges of your domain and look ugly). One trick to prevent splashing is to increase the compressibility of the fluid, allowing the fluid to spread into an area rather than bounce off the existing fluid (technically not physically accurate for water but produces better effects without having to drastically increase the domain resolution).

For simplicity I used the back face of the domain as the 'surface' for the water wall rather than a fluid Obstacle. I added the 'fake' glass pane behind the domain for the final render - it doesn’t interact with the simulation. This simplifies the simulation as there are no complications of the collision surface not aligning with the cells of the simulation. Add an Outflow mesh to the bottom of the domain to drain away the fluid. Don't forget to set your domain mesh to 'Smooth' (or you'll get angular fluid).

Bake the simulation and assign suitable fluid material (essentially just slightly coloured glass).
Here's the final result baked with a resolution of 300 :

Blend file included


text:
Shadow darkness variations?
In my scene, I have one object that's casting a very pleasantly dark shadow (not too dark, not too bright), and on another object, the shadows seem to be much lighter... Is there anything I'm missing or am I just being dumb... (And the material is nearly the same shade) The picture below (CYCLES) depicts a dark shadow on the big object, and light shadow on the small object.

And in the image below here (Rendered in EEVEE) The shadow darkness seems to switch.

Why do I get this feeling that the shadows are not cooperating equally in comparison to size and object.

It's tough to say without seeing the blend file.  Are ships imported?  There are a lot of possibilities for inconsistencies in materials on imported files.  May try rendering in Cycles without the Star Destroyer, does the top of the X-Wing still look bright?  It may be getting reflected light from the Star Destroyer.

Yeah the ships are standard imported FBX. And I made these simple Principled BSDF materials. Nothing crazy. And I’ll give that a shot with the Xwings only. Maybe I can render each object with the lighting I want for each...

Did you figure this out?  I was just going through my old comments looking for something and came back across this.  I realized something we didn't address is that it might have been a normals issue.

I think that this is probably just because of the differences between Cycles and Eevee.  Eevee only "guestimates" the lighting, while Cycles calculates each beam of light and it's bounces. This is one of the reasons it is good to plan for which render engine you are planning on using before you start the lighting process.
BTW, I like your images. :)

Thank you! And Yeah but right now, there's just a simple sun lamp currently. No other lighting exists in the scene.

sorry, but I'm not sure what you mean "but right now, there's just a simple sun lamp currently. No other lighting exists in the scene". What part of my answer is that a reply to? :)

I was replying to your comment about fixing my lighting after I figure out my render engine. And I was basically saying that my lighting set up isn’t really complex and only contains a simple sun lamp.

Ok, gotcha. :)  Personally, I can't wait to see how good eevee will be when there's a 2.90 :)


text:
Why do my objects disappear when I add a Subdivision Surface modifier?
Whenever I add a Subdivision Surface modifier to any object, it immediately disappears from the screen. It does not matter what kind of object I apply the modifier to. When I switch to editing mode, I can see the wire frame with the nodes of the object, but not its actual surface. In object mode it is just completely invisible. Do I need to change a setting?
Before adding modifier

With modifier

could you please show some screenshots? It may help to understand what's happening, or even share one of your objects

Does this happen in all your blender projects or just with a specific file? If it's the later one can you please share the file?

It happens in all of my projects. And I added some screenshots.

it looks like a bug, is it the same with the previous versions of Blender?

Yup, it works fine in 3.0.1. Thanks! Should I report the bug somewhere?

maybe here: https://www.youtube.com/watch?v=JTD0OJq_rF4 ... but I guess it has been fixed if 3.01 works

The same problem occurred to me and I have fixed it.
Click "Edit > Preferences..." on the menu bar to open the Preferences Window. Then Switch to the "Viewport" Tab, click "Subdivision" and uncheck "GPU subdivision" below. Now the object should be visible.

I don't know if it is caused by my old GPU or a software bug. My GPU is AMD Radeon R9 370. My Blender version is 3.1.0.
Hopefully helpful.

i was about to create the same question but this post pop up and thanks for your answer.


text:
How to place a text on a curved surface?
i am quite new in Blender, I was trying to put a text over a curved surface such as a UV Sphere, I go for the Shrinkwarp modifier but the text looks not perfect, there are some vertices showing which are not the surface, making a bad aspect. How can I make it better, is there another way? Thanks for the help

you can put it onto the sphere texture

Yea I tried by doing that but the text looks like not uniform with the surface, how can I explain that.

It's because your text mesh isn't retopologized. The triangles you're seeing are normal for Text to Mesh conversion, which creates a bunch of horribly topologized long skinny triangles. You'll need to retopo your text mesh

Solved it, thank you so much for helping  me solve the problem!!!


text:
SOLVED Rubik's cube third Rotation stops working properly
I'm experiencing a problem with Blender rotation keyframes. When I try to rotate a group of cubes, the first 2 keyframes fork correctly then the 3rd casually breaks. I don't know what could be the problem. Here's a video:

How can I do that?

Here's the link -->

the file you shared has a cube but does not rotate. please share the file with your animation as shown in your video.

Just solved the problem, there were some parts of the cube with different rotation engines, so the animations broken into itself. Thank you for the help anyway have a great day!

it would be nice for the community to know the exact solution to your problem. could you kindly share it as an answer?

Sure, I'll link the file with the solution in a minute.

Here it is -->

Exactly the problem was that some cubes had the "XYZ Euler" rotation engine and some had the "Quaternion XWYZ" (the one I needed to make this animation). I just changed all the cubes to the Quaternion XWYZ and everything started working fine.

very good, exactly you need the quaternion rotational system.


text:
Geometry nodes align and randomize (Blender 3.1)
basically i realized this:

I built a mesh

I distributed an object along a curve and randomized scale and rotation

I then distributed the above result along a rectangular curve

my problem is:

how can I orient the object of fig2 along the "normals" of the small
sides of the rectangle?
how can I randomize each single column?
is it possible to do this without using a collection of different
objects?

This is more 'cutting the knot' than directly answering.. it is possible to capture the tangents of curves on the points they are converted to, before instancing your flowers on them, but it's quite a tangle.
Is it easier, in this case, to instance your flowers on the sides of a mesh box?

If you needed to get rid of the 45° at the corners, need stems, or somesuch, that would be more tweaking, but  this seems an easier and more readable starting-point:

Re: your comment.. challenge accepted.
These nodes added after 'Align to Normal' to give the flowers a slight random twist away from the perfect normal:

And this cluster added as a branch from the  topless and bottomless box:

It splits the faces, and then deletes horizontal edges, resulting in vertical edge-segments, flower-to-flower. Those are converted to curves, which are trimmed at both ends to avoid the holes at the centers of the flowers. Then they are converted back to a mesh to give some thickness:

My apologies.. this is Blender 3.1 (stable, at time of writing), because of the Edge Vertices node. There will be a getaround, if you really need it, but I think 3.1 is pretty safe to use...

thanks so much for your help, your solution is elegant, and solves my problem. the meaning of this project remains conceptual. I'd also like to add some threads to simulate the pendants. but for now I am satisfied.

Hi @zipperzonk! Thanks for the approval! See edit for the kind of tweak that is possible to add threads, etc.

forgive my ignorance, but your level of knowledge on the subject is infinitely higher than mine, I'm just at the beginning. I don't understand where and how to insert the "threads" frame. I seem to guess from your explanation that the threads group acts on the edges of the starting cube.

@zipperzonk Okydoky.. but I just noticed, one of the nodes is 3.1. Hope that's OK.

hi @Robin  your work is perfect! i connected according to your example and everything works perfectly. thanks again for your help

@zipperzonk  Pleasure :)


text:
The mesh is compressed during the array along circle curve. How I solve this problem?
Please guide me how to solve the problem and why is it?

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

Can you add a screenshot of how the mesh looked like before being 'compressed'?

@AlexandreMarcati     I add  it. Thank you for your help

@moonboots    I share my file. Thank you for your help

Apply the rotation and scale of both the curve and the object.
Select curve.001, in Edit mode select all and right click > Set Curve Radius >1 and Enter.
Select the object and right click > Set Origin > Origin to Geometry, then AltG, and in the Curve modifier choose Deform Axis > X.

Thank you very much. I forget apply Transform  mesh and curve.