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Particles aren't rendering?
Sort of new to Blender, using Eevee and trying to create a rain animation using a plane to emit rain particles. Here is all I have made right now:

The main things I've seen looking at other people with the same problem is to verify that the camera icon is lit, which it is and has been. The camera icon for the particle emitter is also turned on. It appears in the Viewport but not in the Render. Here's my settings for it, in case anyone sees anything that they can identify as wrong.

Number: 15000
Seed: 30
Frame Start: 1
End: 200
Lifetime: 36
Lifetime Random: 0
Emit From: Faces
Use Modifiers: false
Distribution: Jittered
Random Order: true
Even Distribution: false
Particles/Face: 0
Jittering Amount: 1
Velocity: -5 m/s
Tangent: 0 m/s
Tangent Random: 0
Object X: 0 m/s
Y: 0 m/s
Z: 0 m/s
Object Velocity: 0
Random Velocity: 0.5
Rotation: false
Physics: Newtonian
Mass: 1 kg
Multiply Mass with Side: false
Forces/Deflection/Integration all default settings
Render: Line （changing this did not fix the problem）
Scale: 1.5
Scale Random: 0.15
Material: Material.002 （nodes pictured below）

Coordinate Parent: Plane
Show Emitter: false (changing this did not fix it)
Parent Particles: true
Unborn: false
Dead: false
Display in Viewport: Rendered
Color: Material
Amount: 100%
Show Emitter: true
Children: None
Field Weights: all 1
No force fields, no vertex groups, no textures, no custom properties

I have no idea what's going on with it. I've tweaked every setting I can think of that could be affecting it, including but not limited to what it renders as, the material, velocity, and render background. Here's a side-by-side of the Viewport and Render on frame 31.

Edit: The bot asked me to clarify what I'm asking. I'm asking if anyone knows what settings I have that is causing my particles not to render, and if someone could help me with it.

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

Try to bake particles (F3 → search: "Bake all physics")

Alright, just tried that, and it didn't work. D:

Don't use render as Line. I just tested it, it won't render (although i don't know why).
User render as object, and choose as object a cylinder (if you want to have a "line"), then it works.

This worked! I have no idea why, but thank you so much for the help, I don't know why I hadn't thought of that sooner. I just made a very thin cylinder.

You are welcome!!


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Boolean hole gets artifacts after boolean modifier is applied and I extrude the hole
1. Cut a hole in this part, right here. Thats why I added the highlightet lines.

2. Added a Cylinder, smooth shaded, and auto smooth.

3. First problem arrives. If the cylinder only intersects the upper part of the object I get artifacts. If it scale the cylinder in z direction, so that it intersects the whole object I dont get artifacts, so I do it this way. I also use the "Fast" Solver as this also does not result in artifacts.

4. I apply the boolean and there is my hole. No artifacts. But when I extrude it down, artifacts start to show up. I tried adding supporting lines. I tried extruding the inner faces of the hole and scaling them down. Face normals are correct. I tried "clear costum split normals data" ind the object data" but nothing worked.

EDIT:

Hello could you please share this part of your mesh?

Do you mean a blend file with only the 2 meshes involved?

Yes just share the necessary

I put it at the end of my original post.

Clear Custom Split Normals Data seems to work?

But then I get hard edges at the start/end of the bevels

Don't you want to mark sharp the edges of the hole? You would get rid of this shading

The Shade Smooth will smooth the shading between the perpendicular faces, which will give this bad result:

You can either Clear Custom Split Normals Data and play with the Auto Smooth value so that it doesn't smooth above 90°, or select the edge loops and CtrlE > Mark Sharp:

Result (note that there's a clipping problem, tweak the clipping values in the N panel):

source: Stack Exchange

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

sort: votes


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How can I get the lightning in my scene closer to that in my reference?
I used a sun light to get the position of the shadows and the sharpness/smoothness of the shadows right. Then I used the sky texture with the sun intensity set to 0 and the strength set to 0.1 to get everything a bit more light but I am not really happy with the outcome. I was wondering if I can even achieve this light inside Blender or if this would be better achieved in post producation or the compositor (Which I am ashamed to admit, I dont use)
Reference & My Render
https://i.sstatic.net/G4Wgu.jpg
EDIT: My Render output is to big to upload, so when I first asked the question I just used the snipping tool to cut out my render and upload it and for some reason it looked way darker then my actual render. Thats why I uploaded it to imgur.

You could just try increasing the sun lamp strength and world sky intensity simply? Do that, your scene is very dimly lit, and of course, blender can achieve any amount of powerful lighting. Its just your setup.

Increasing the intensity is not possible as that would result in different shadows. I also uploaded a better picture as the one before didnt look like my actual render so you might want to look again

So then what about increasing the intensity and adjusting the shadows again? Maybe try two different lamps, one for the shadows, one for the lighting? Or you could use an HDRI and adjust the rotation/location from the mapping node in the shader editor to get the right shadows?

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 GIFs

I recommend the "Dynamic Sky" add-on in the Lighting section:

that allows you to create and adjust a World-space background rendering material:

that is a fairly complex Shader Material node set:

that does a fairly good job during render.  Here a hazy sky for example:

My example file:

Thank I will look into that. But I am not user as to how this would help me. If you compare the too piucture I feel like a big problem for example are the missing shadows on the bathtub or the stool and I dont know how I could get them wtihout overlighting the scene. I will look into the addon though!

Okay, the addon is super easy to use and I think it really helped. If you are intersted, this is the result https://imgur.com/a/X1TKmAq

@patrick823 -- ah you want cloud shadows on the furniture?  You didn't mention that in your question.

Other than cloud shadows, I think he means the intensified shadows underneath the bathtub in the reference image, @james_t

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


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Cycles. Two Glas windows behind one another makes them black
I am doing a a glas sliding door that is open and the part that overlaps gets very dark. I am using the glas shader on both.
Oh and if we are at it. Would be thankful for anytips to make the glas door look more realistic. I added some water stains as imperfections. I feel like the glas does not reflect at all though what makes it almost invisible
Both doors behind eachother:

Just a bit overlapping:

Well it surely helped with the realism but the part where my doors overlap still appear dark

is it not a Z fighting? what does it give if they don't overlap anymore?

Z fighting? if they dont oberlap it looks good.

It might be related to the light path sample count. Does it go away when you increase the Transparent count in Preferences > Light Paths > Max Bounces?

Nice Thank you! It was not the transparent one though. I raised the Transmission and now it works. Still does not look realistic but I will work on that. Thanks!!


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Geometry Nodes: How to correctly rotate collection instances on complex geometry according to normals/tangent?
As a proof of concept (and to familiarize myself with Geometry Nodes), I am trying to make a (semi-)procedural date palm tree with Blender 3.3. I use one Bézier Curve with a Geometry Node setup to create the trunk. Within the trunk Geometry Node setup, I add instances of branches (multiple Bézier Curves in a collection) and populate the branches with leaves (multiple Meshes in a collection). Currently, I have troubles to rotate the leaf instances properly.
I found an answer to a similar question here, which does not work for my case due to the facts highlighted in bold in the introduction paragraph above.
Until now, I tried the following two approaches (the results of which are shown below):

Converting my branch Bézier Curve via the Curve to Mesh geometry node to a Mesh and than create the instance points via Distribute Points on Faces geometry node. This led to a very organic leaf distribution, but the rotation (even using the Normal information) was all over the place and did not behave predictably/controllable.
Directly instancing the leaves on the curve. This resulted in a more predictable rotation behavior, but looked artificial and the rotation was still not correct.

Issues
The following issues occur:
Issue 1
No matter how I try to rotate the leaves, the end of the branches do not look not correct (red circles in image above). As the rotation/length of leaves of palm trees change of the length of the branch, I would need a way to adjust the rotation/scale of the instances in relation to the relative position on the branch.
Issue 2
The z-direction of the leaves is aligned with the global z-direction in most of the cases (setting it to relative/local did change nothing). I would like to recreate the natural case, where the leaf orientation would follow more the branch orientation.
Questions

What would be a solution to adjust the rotation/scale of the instances in relation to the relative position on a Bézier Curve?
Is my approach of creating all the instances within the geometry node setup of the trunk unfavorable? If so, what is a better approach?

Geometry Node Setup
Important: The Geometry Node Setup for Approach 1 (Curve -> Mesh -> Distribute Points on Faces) is described.
Screenshot of the Geometry Nodes Workspace:

All the assets which should be instanced are placed in a dedicated collection (Bézier Curves as well as Meshes). The Geometry Node Setup will be applied on the Bézier Curve PalmTreeGenerator.
For reference, the current PalmTreeGenerator Geometry Node Setup looks like this:

Relevant for the problem are the following Groups: TopBulge (Emitter of Branches), Branches (Instancing of Branches on Emitter) and Leaves (Instancing of Leaves on Branch Instance).
The TopBulge Group loads an Icosphere from a Collection. To adjust its orientation to the trunk, I had to add an extra rotation. However, removing/changing the rotation has no effect on the overall problem; it still occurs.

The Branches Group picks one random instance of the Bézier Curves in the Collection. In order that the branches are not instanced in one spot, I need to use the z-rotation returned by the Distribute Points on Faces Geometry Node. If I would use all rotations, the branches would be skewed. The two Euler Rotate Geometry Nodes are remnants of my experiments to align the rotation to normals. For this post, I reset all the parameters to zero (problem becomes easier to see).
All the Geometry Nodes on the right-hand side are used to convert the Bézier Curve into a mesh. It is done twice to have more control over the mesh (especially starting point of leaves and number of faces) used for the leaf instancing.

The Leaves Group instances the leaves on the branches. It is done twice (left/right side of branch). Here I manually set a rotation that looked best. Trying here to work with Normal information via Align Euler to Vector made the end result worse.

The blend file is available at my OpenGameart page under CC-BY-4.0.

Without knowing the complete node tree, it is difficult to give an answer here. There are simply too many possibilities where something can go wrong. Please complete the question with more pictures or upload your blend file here: https://blend-exchange.com/

Thanks for all the pictures! This helps at least partially, but I have too little time at the moment to study it all. Easier/faster would be as said if you share your blend file. Maybe this answer will help you a step further: https://blender.stackexchange.com/questions/273599

...or maybe this one: https://blender.stackexchange.com/questions/273883 (more simplified version).

@quellenform Thank you very much for your suggestion. Wow, never had somebody comment whilst I was still editing the post and adding the screenshots :-) Hopefully, my edit clarifies the details of how the Geometry Nodes are setup. Blend file is now also available via my opengameart page: ttps://opengameart.org/content/procedural-date-palm-tree

In order to correctly position the objects subsequently instantiated on a mesh and to get the desired rotation/scaling, you need the data of the original curve, which you use in combination with Mesh to Curve to create the geometry.
You need two things here:

The tangents of the curve, because you want to know in which direction the leaves should be rotated.
The factor of the curve, because you want to scale the leaves smaller towards the end.

This is done in the group "Branches" before creating the mesh:

Here I store the two required values with Store Named Attribute, which are preserved in the geometry and can be used later.
The next step happens in the group where you instantiate the leaves.
The way you do this depends on what exactly you want to achieve.
I have built an example for you here. Of course it could be done differently (or easier), but I think this example gives you a good start:

Here I first create a Rotation with the previously saved tangent, so that the leaves are correctly aligned along the mesh.
The second rotation aligns the leaves so that they point in opposite directions.
Next, I use the previously saved value of the curve factor to create a smooth transition in combination with Float Curve.
One serves as an additional rotation to rotate the leaves more towards the end, and the other value serves as a scale to make the leaves smaller towards the end.
Depending on how you do all this exactly and which values you modify, the result could look something like this:

(Blender 3.3+)

Thank you very much of your efforts. This is indeed a great starting point. Store Named Attribute was missing in my previous attempts. Before this post, I had not separated the Geometry Nodes into Groups, which led to funny results when using Spline Parameter  without Store Named Attribute (due to the amount of Bézier Curves in the scene).

Marked it as "Accepted Answer" just now, after I had time for a thorough analysis of your Geometry Node Setup.  After re-constructing your answer, I am wondering while applying a scale to the leaves requires to change the leaf rotation from twice x axis (180° and -180°) to once x axis (180°) and once y axis (180°). It does not affect the status of the question, just out of curiosity :-). Is this an implementation detail in Blender? Because mathematically, if you scale all dimensions equally, the angles should stay identical, therefor no additional (axis) rotation can ever occur.


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Why is the vertex position obtained with Python distorted?
For a project with Godot, I need a path object, along which I can move a vehicle. Since I modeled the railroad track in Blender 3.3 using a Bézier Curve and a Curve Modifier, I converted the Bézier Curve to a Mesh and used a simple Python script (pseudo-code: see below) to export the Vertex Coordinates of my track generation curve into a json file.
When importing the vertex coordinates into the Godot Path Object, a distortion in some of the rounded curve sections occur (see image below). The distortion is so bad that the Path is not usable for its intended purpose.

The image shows that the path in Godot shifts drastically out of the center position along the curved segments in the negative x coordinate regime, whereas in Blender the "same" path stays nicely centered everywhere. Since the mesh is completely symmetrical (placed all the points via coordinates) and has no modifiers applied to it (had issues previously with the mirror modifier destroying the vertex topology/ordering), this is strange. It is definitely not an issue with Godot (verified this very thoroughly). The asymmetry is present as soon as the data is acquired via Python within Blender (even before the export into the file). Plotting the histogram of the coordinates (plot below) shows a significant asymmetry along the x direction (e. g. x = -4.3 m vs. x = 4.3 m) as well as the z direction (using the Godot convention here: y-up).

The asymmetry along the z direction is not as pronounced as its counter part, but cannot be attributed to histogram binning (bin size = 0.1 m) either.
Workflow

Add Array Modifier to sleeper and railProfile meshes.
Add Curve Modifier to sleeper and railProfile meshes with following settings:Curve Object: trackCurve, Deform Axis: -Y (other settings do not work at all; however, this returns the desired output flipped, so step 7 and step 8 become necessary to flip it).
Select sleeper mesh, railProfile mesh as well as the trackCurve Bézier Curve and duplicate them with Shift + D.
On the mesh duplicates, apply first the Array Modifiers, then the Curve Modifiers.
Select the mesh duplicates and join them with Ctrl + J. Rename the resulting mesh to track.
Select the trackCurve Bézier Curve duplicate and convert it to a mesh viaObject Context Menu -> Convert to -> Mesh. Rename it to trackPath.
Select the track and trackPath meshes. Rotate them by 180° around the y axis viaR + y + 180 to rectify the orientation issues induced by step 2.
With both meshes still selected, apply the rotation to prevent any issues with Ctrl + A and Apply -> Rotation.
Make sure that only the trackPath mesh is selected and run the Python vertex coordinate export script.

The code (based upon the answer to this question) I use to write the json file is as follows:
import bpy, bmesh

###########################################################################################################
######## OBTAIN Vertex Coordinates ########################################################################
### source: https://blender.stackexchange.com/questions/1311/how-can-i-get-vertex-positions-from-a-mesh ###
###########################################################################################################
obj = bpy.context.active_object

if obj.mode == 'EDIT':
    # this works only in edit mode,
    bm = bmesh.from_edit_mesh(obj.data)
    verts = [vert.co for vert in bm.verts]

else:
    # this works only in object mode,
    verts = [vert.co for vert in obj.data.vertices]

# coordinates as tuples
plain_verts = [vert.to_tuple() for vert in verts]

###########################################################################################################
######## EXPORT Vertex Coordinates ########################################################################
###########################################################################################################
exportString = "{\n"
_pointCounter = 0
_iterationLength = len(plain_verts)-1

# formatting the data: x,y,z (Blender) -> x,0,y (Godot) + json specific syntax
# x = element[0], y = element[1], z = element[3]
# z != 0 to prevent any issues with float precision
# (Path Mesh is lying on xy plane in Blender, so z should be 0 in theory, but not in reality ...)
for element in plain_verts:
    exportString += "\t \"" + str(_pointCounter)+"\": [" + str(element[0])+", 0, " + str(element[1]) + "]"

    if _pointCounter < _iterationLength:
        _pointCounter += 1
        exportString += ","

    exportString += "\n"

exportString += "}"

# Exporting the file
exportFile = open("/Path/to/Export/file.json","w")
exportFile.write(exportString)
exportFile.close()

Important facts
Rotating the trackPath in Step 8 is absolutely necessary. Otherwise, there is already in Blender a distortion along the positive z axis (Godot convention).

Questions:

Can there be any influence of the camera/viewport on the result of the vertex coordinate calculation (like a mix-up with screen space coordinates)? I could not find any change in outcome whilst playing with the related parameters (neither in the resulting path in Godot nor in a file diff of the json files). Even though I think this is a very unlikely cause, I would like to ask this question, because I encountered many oddities in Blender over the years...
Is this perhaps a rounding/float precision issue related to the bpy routine I am using?
Is there a better way to access/export the vertex coordinates out of Blender? I only need points, no edges/faces. Some of the solutions suggested in this thread did throw an error in Blender 3.3... If possible, I would like to omit parsing complex export formats like stl/fbx/gtlf etc.

(1) No (2) Unlikely (3) It looks okay. Please attach the .blend.

After some even deeper investigation, I found the answer to the problem. There are two factors that contributed:

The Bézier Curve is slightly asymmetric. All the points are placed at the correct position, but the controls slightly differ between +Z and -Z. This is why the rotation by 180° mattered in the first place. However, this is only the reason why the discrepancy became obvious.
Blender and Godot use different coordinate systems.

The Blender gtlf export takes this into account, however not my json export routine.

This can be fixed by modifying only one line in the original code:
exportString += "\t \"" + str(_pointCounter)+"\": [" + str(element[0])+", 0, " + str(-1*element[1]) + "]"

The change is str(-1*element[1]), which takes into account the "rotation" of the coordinate system, whereas the original str(element[1]) does not.
Now the result is as expected:

Additional confusion was created by the fact that the cameras I used for debugging were not oriented comparably (rotated by 180° around the x axis with respect to each other). This obscured the otherwise obvious issue of the z axis flipping.
In the end, it turned out to be a missing sign in the export routine, which due to conclusion derived from the wrong assumption about the object's symmetry and camera misalignment (due to user error) between Blender and Godot could stay unnoticed.


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Is it possible to automatically apply materials and export model?
I have around 200 materials that I want to apply to an object, one at a time, and export as glb, so I have one version of the model with every texture. Is it possible write a script that applies one material, exports as a glb file, applies the next material, exports, and so on until all the materials have been applied and exported?

Yes it is fairly easy to automate with scripting.  you loop on materials.  In the loop set material slot 0 of the object to the current material and call the glb exporter.

Hello and welcome. As it stands this question is too broad to be answerable without requiring an extensive tutorial or description. You should show efforts towards reaching your goal, describing what you have tried and why it failed, so we don't risk recommending something you already know. The scope should also focus on a particular step you encountered an issue with. Describing the whole procedure from start to finish would be too lengthy to explain, and is beyond the goal of this site. If you could [edit] your post to focus on where you are stuck we can vote to reopen it.

@DuarteFarrajotaRamos This question is much less broad than many similar questions we leave open, an d already has an answer.  I'm voting to reopen.

I have tried to specify a little, but the answer I got really helped, so I think it should be possible to understand what my problem is.

Sure, here is pseudocode for an example script that would do that:
import bpy

object = bpy.context.active_object

materials_to_use = ['reddish', 'bluish']

for material_name in materials_to_use:
    object.material_slots[0].material = bpy.data.materials[material_name]
    bpy.ops.export_scene.gltf()

This script makes an assumption that you only have a single object that you want to change the material on and that you only care about the first material.  Adjust accordingly.
The 'pseudo' part comes in figuring out materials_to_use.  Above I manually listed material names.  That's fine for a few materials but you have around 200 so you'll need to construct the list some other way.  Or you could simply do it for every material in the blend file and then sort it out by deleting outputs.  In that case
import bpy

object = bpy.context.active_object

for material in bpy.data.materials:
    object.material_slots[0].material = material
    bpy.ops.export_scene.gltf()

Oh, and I left out a step:  setting the file name for export_scene to use. bpy.ops.export_scene.gltf() takes a filepath="SOME PATH argument.  You need to output each material to a different path.  The usual technique is to set a directory name before the loop and create a file name like material.name + '.glb' in the loop and using the combined directory + file name as the filepath argument.
Here is one way to do that with my original example
import bpy
from pathlib import Path

object = bpy.context.active_object

materials_to_use = ['reddish', 'bluish']

dir = Path("C:/tmp")

for material_name in materials_to_use:
    object.material_slots[0].material = bpy.data.materials[material_name]
    file = material_name + ".glb"
    bpy.ops.export_scene.gltf(filepath=str(dir / file))

and for every material
import bpy
from pathlib import Path

object = bpy.context.active_object
dir = Path("C:/tmp")

for material in bpy.data.materials:
    object.material_slots[0].material = material
    file = material.name + ".glb"
    bpy.ops.export_scene.gltf(filepath=str(dir / file))

After some trial and error I got it to work with a few manually listed items, but I didn't understand how to do it with every material in the blend file, like you said I could do. Could you explain a little more?

it's my second loop.  you want for material in bpy.data.materials but instead of material name when you create the file string use material.name  I've written it out in my answer now.  (Also added the missing right parenthesis)

When I run that script, it only exports with the first material. Any ideas on what the problem could be? I accepted your answer, but I don't have enough reputation to upvote

No problem on the upvote. Off the top of my head I don't.  The last script should work for every material in your file -- at least it does in my version.  Are you sure you've got the code exactly right?

I just figured it out. I had to remove the second bpy.ops.export_scene.gltf(). Guess the program got confused when there was nothing in the parenthesis or something. Also had to add an r before the filepath: dir = Path(r"C:\tmp").


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AttributeError: 'list' object has no attribute
I tried to use IsDecomposedBy and Decomposes code in Python Console in Blender bim but it shows this error:
>> project.IsDecomposedBy

Traceback (most recent call last):
  File "<blender_console>", line 1, in <module>
AttributeError: 'list' object has no attribute 'IsDecomposedBy'

>> project.Decomposes

Traceback (most recent call last):
  File "<blender_console>", line 1, in <module>
AttributeError: 'list' object has no attribute 'Decomposes'

Please add the entire traceback to your question, along with a cut'n'paste of the Python code that the problem is in.  But as far as I know, 'IsDecomposedBy' is not a valid attribute in Blender.

I had added an image of the code

The variable project is a list containing one element. You can access the IfcProject with project[0], which will have the attributes IsDecomposedBy and Decomposes.


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Can't change color of my model suit, not because i don't have viewport shading on
Please help my suit I made won't change colors no matter what I do.
This is an image:
This is the file: https://pasteall.org/blend/5b4ffc731c4643868345fce984becb4d

hello could you please share your file (upload and copy paste the URL)? https://pasteall.org/blend/

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

https://pasteall.org/blend/5b4ffc731c4643868345fce984becb4d this is the file

I’ll check the file, but right now this looks correct. The suit is white but in a dimly lit environment. Set the Base Color to orange or something, then show us the screenshot.

Your suit has about 10 materials assigned to it, and these do not show up in the Materials tab because you entered 'felt' in the material search entry. Clear the search entry, remove all material slots except the one you want, and take it from there.


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Quick Explode particles show in the viewframe but don't show when rendered
I've added quick explode effects to an object. The particles show in the viewframe (including  the rendered view) but when I render the animation the object remains solid.
I previously animated the scene and the effect worked as it should and rendered in the animation but now, after making changes to the scene, it refuses to render the animation.
I created the file on my old computer and sent the file via email to open it in my new computer. Several things about the file changed when I did that, I think it may have caused this problem.
I tried deleting the effect and all keyframes for the object and applying quick explode again but that didn't fix things.
https://drive.google.com/file/d/1sKMHd-UX68sqjB3TgN-NJ1yNfjG-6hIM/view?usp=sharing
The object in concern is named A_Step.

pls provide blend file

https://drive.google.com/file/d/1sKMHd-UX68sqjB3TgN-NJ1yNfjG-6hIM/view?usp=sharing


text:
What is the difference between subdivision and Meshing?
[The first image is a Cube that has been Re-meshed. The second image is a Cube that I applied Subdivision Modifier. When I subdivided a cube, an object with several faces appeared within the cube. An outline of the cube was maintained with the new object.  I changed the subdivisions and ended up with a sphere within the cube.  I am extremely puzzled, the Manual did not make it any clearer.  I know we re-mesh to increase the number of surfaces to which texture will be applied smoothly.  I must have watched a video that used the terms interchangeably.  Any clarification will be greatly appreciated.
I apologize if I messed up the images, this is my first time uploading pic on this platform:

Remesh is usually a term associated with converting a model with "messy" topology (containing tri's and n-gon's), and converting it back to quads. It can also refer to changing the number of subdivisions of a mesh or how the divisions are calculated. Subdivision surface modifier, on the other hand, subdivides each quad into 4 quads, and if set to "catmull clark", attempts to interpolate (curve) the angles between adjoining faces so as to provide a "rounded" result. The terms are generally not used interchangeably except in certain scenarios.

We have 3 terms here, none of which are really interchangeable.  According to Google:
Meshing -- or mesh generation -- is the process of generating polygonal or polyhedral mesh (i.e., the shape of the polygon/polyhedral is made up of multiple edges, faces and vertices).
So meshing is a  broad category of "mesh generation".   It doesn't describe a specific geometry, use case, or tool.
On the other hand,  we have the two modifiers in Blender, the Subdivision modifier and Remesh, which are not general terms, but very specific to Blender.  Best to experiment with these modifiers.

You refer to images, but you forgot to attach them.

To graphically show the differences, here are some examples.
here are pictures of a base model, simple, and then Catmull subdivision:
Here is the same model with the remesh modifier applied, blocks, smooth, sharp, Voxel:

Finally, the same base model, with Voxel and quad flow remesh:

This is not a precise answer, but at least it gives you a way of visually contrasting the techniques all of which "generate mesh".


text:
Generate UV maps for geometry node curves
I'm trying to create hair curves using geometry nodes rather than profile curves, so that I can have more control over certain parameters as can be seen below (like making the segments equally spaced, with an arbitrary resolution for length and points on the circle)
I am however running into the issue of texturing/shading, as I don't know how to generate the UVs in the same manner as the profile curve does automatically.
How can I do this? Thanks!

^^Both are made from a path curve. The one on the right has a curve circle set as the bevel object, and the shaders work nicely as can be seen. The one on the left is resampled and generated with the node setup below and has 0 UV area

^^Setup for the hair strand on the left: Just resamples the input path and generates a mesh with a profile circle with global parameters to have all hair "strands" be equally detailed

^^Setup for the hair strand on the right

^^Basic Shader

This is very easy to do. Just use the Factor of the Profile for the X, and the Factor of the Curve for the Y:

Now you can map the UV output to the UVMap attribute:

And you can access the UVMap attribute inside of your shader material by using an Attribute node:


text:
Robotic Arm - Claw Object Offset problem
Open claw:

Closed claw:

I was making robotic hands from the Polyfjord tutorial "How to Create Robotic Arms in Blender", only I ran into a problem with Claws. When I do an object offset to duplicate, the copies are sometimes very high and sometimes very small. Anyone is able to help?

hello, your link asks for an authorization

Images can be placed directly in your question, no need for links. For the file please use https://blend-exchange.com or https://pasteall.org/blend/ and post the generated link in your question.

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

Can you add a screenshot of the problem? It's not clear when and what gets "very high and sometimes very small. ".

@Blunder done :)

Thanks for the image. Now, what do you mean by "very high" and "very small"? You have modeled the triangle and the upper "claw finger" and added an armature to the "finger". It also has an Array Modifier that creates the 2 copies of the finger at the bottom. The triangle object is the pivot point for the rotation of the "fingers". The scale and bending look fine to me. Just the 2 fingers copies are a bit out of place because the pivot point is not in the center. (The distance of the world origin and the x-axis is used by Blender.) Is this what you mean? They are out of place?

@Blunder
now I somehow gave them the way they are but they cannot be moved to a normal place, unfortunately sometimes it happens like this ... I don't know how to say it so I added a second photo

Oh, I see. Have you tried to scale the triangle object? (the one that you named "Circle" ;-) If you want to change its size (key S) you can do this but you have to apply the scale to reset the scale (key Ctrl+A > Scale in Object mode). Check the value of Transformation > Scale in the side panel. It should be 1.0,1.0,1.0. That's important because it is used by the Array Modifier. If the scale is not 1.0 then the copies will shrink or grow one by one.

@Blunder it's 1.0 1.0 1.0 :cc

@Blunder YES I DID IT, idk how, I just noticed that the claw is directed to one point which is not visible but it highlights when I select the claw so I did it again and somehow this point is in the middle and everything works

Cheers! I'm glad you solved it! I still don't know how you messed up the sizes without changing the scale?! Is the "one point which is not visible but highlights when I select the claw" a little orange dot? That could be the object's origin and the cause for the offset when it's not at the same spot as the triangle's origin.


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Blender array problem
I have a problem with array. I'am getting this:
But i need this:
How to fix this? Thanks.
EDIT: Is this rotation and scale that I need to apply:
How to do it in my example?

Make sure you've applied scale and rotation to your object and that it's origin is at the world origin. Change the type from 'Fixed Count' to 'Fit Curve.'  If that doesn't help, post updated screenshots and maybe your actual blend file.

How do I apply scale and rotation to object?

also appears your curve is not a continuous circle like the reference

How do I make it a continuous circle like the reference?

Hi Please use a title that reflects the content of the question. It should be descriptive but succinct, unique and identifying, summarizing the issue so that users can at a glance understand what your post is about. Use the [edit] link below your post and avoid anything not strictly essential to the post. Remember, your title is the first thing potential visitors will see, and makes your question findable for future users. See "What is the problem with posting an image or link and asking “How do I do this?""

https://blender.stackexchange.com/questions/65567/problems-with-curve-modifier/65571#65571


text:
Can not subdivide model in Blender 3.0.1
I want subdivide to be visible in object mode, like this:
But when i right-click subdivide in edit mode, i get this in object mode. No subdivided model, just one piece:

EDIT: It worked! Thank you very much!

you either need to switch to wireframe view in object mode, set the object's maximum display type to wireframe, or add a wireframe modifier.

By the way, just for the sake of understanding and terminology, because you wrote "No subdivided model, just one piece": when you subdivide your model it get's a higher resolution, i.e. more vertices, edges, faces - that doesn't mean it gets split up in different pieces, so no matter if you see the wireframe in Object Mode or not, it is still "just one piece" after subdividing.

If you want to see the wireframe in Object mode you either need to activate the option in the Viewport Overlays or in the Viewport Display panel:


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Centering of the model in Blender 3.0.1
This is a part of video from tutorial I following:

How do I make the cross center with propeller of plane? I have it miscentered like this:
I need it for a part in red circle to center like this:

Adjust "Offset Y" to move the image up or down.  Hold the shift key to make it work slowly.

@MartyFouts I would add to turn on snapping, or possibly better, go into edit mode on the plane and use the Shift+C pie menu to move the 3D cursor onto the propeller tip, then go back to object mode and use the same pie menu to move the image to the 3D cursor.


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Rendering not working as expected could be HDRI issue
I have a pupil who is rendering their text but it is showing as grey on the front of the text
I have rendered it in cycles.
I wanted the front to be the same as the rest of the writing

Hello, maybe it comes from the lighting or HDRI, hard to tell, maybe share your file?

Hi Please use a title that reflects the content of the question. It should be descriptive but succinct, unique and identifying, summarizing the issue so that users can at a glance understand what your post is about. Use the [edit] link below your post and avoid anything not strictly essential to the post. Remember, your title is the first thing potential visitors will see, and makes your question findable for future users. See "What is the problem with posting an image or link and asking “How do I do this?""

cannot find where to attach the file

https://blend-exchange.com/ and follow the instructions there.

Looks like a GPU issue (colored noise) and also, the front face is just a plane face, so the angle of the camera affects how the reflection looks right there


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switch meshes between two hierarchy in blender respecting all the animations?
I have two files with similar hierarchy only difference is they visually look different, file1 has animations, now what i want to achieve is update the hair mesh on file1 with hair mesh from file2 and so file1 scene can play animations with new updated hair, how move file1 hair hierarchy to hierarchy of file1 so the newly added mesh(hair) participates in animations from file1.

Hello, it's best if you don't rely on users downloading random files on the internet. Could you add more information in textual form or using screenshots of your interface ? What have you tried so far ?

yes, please check the update, is it understandable enough?

Ive changed then question again, please check


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Export GLB to Given File Path and Name the File the same as imported file name
I have a simple block of code here that helps me set the metalness, roughness and diffuse value of every BSDF shader on a GLB file I import to the scene:
object = bpy.ops.object
object.select_all(action='SELECT')

for mat in bpy.data.materials:
    if not mat.use_nodes:
        mat.metallic = 1
        mat.diffuse_color != (0,0,0)
        mat.roughness != 0.5
        continue
    for n in mat.node_tree.nodes:
        if n.type == 'BSDF_PRINCIPLED':
            n.inputs["Metallic"].default_value = 0
            n.inputs[0].default_value = (1,1,1,1)
            n.inputs[7].default_value = 0.5

object.select_all(action='SELECT')

At the end of the script, I want to add so that Blender will export the selected mesh as a glb again (all default setting) to "D:\Processed_Files". I'd like the name of the file to stay exactly the same as the original imported GLB.
Any suggestion on how to do this correctly?
UPDATE:
Base on some insight, I've added parser arguments at the beginning of the script to get file info from command line:
parser = ArgumentParser()

parser.add_argument("-i", "--inputDirectory", help='Import File Path', default=' Import File Path')
parser.add_argument("-f", '--input_file', help='input file name', default='input file name')

args = parser.parse_args()
iDirectory = args.inputDirectory
file_name = args.input_file
file_path = iDirectory + '/' + file_name

bpy.ops.import_scene.gltf(filepath=file_path)

I'm hoping with this added, I can execute something like this in command line:
blender.exe --python myScript.py --inputDirectory file/path/folder --input_file process_file.glb

My expectation is that command line would open blender and import the file that I have defined in the command. But I am getting this error:
blender.exe: error: unrecognized arguments: --python myScript.py

Is there any reason for the error? For the record, I have set the cd path to where the "myScript.py" file is located.

Where did the import happen?  How did it know the original name to import?

I've only imported the file manually at the moment, and the imported file names are showing in the python info window. I'm very new to scripting, is it correct to assume if the file names are showing in the info channel, it's possibly stored somewhere in Blender?

I don't think so.  That panel shows Python versions of commands initiated by the user on the UI, along with hard-coded parameters matching the user's selection at the time.  I don't think those parameters become permanently stored in the Blender project.  You probably want to automate the import, making it part of your script.

Hi emackey, I've added some more info in the post above. With your suggestion, I added parser arguments to automate the import. However, I am running into a roadblock with blender not recognizing my --python or any other custom arugments. If you have a moment, please take a look and any suggestion will be greatly appreciated. Thanks.

Not sure but maybe the Python args need -- as a prefix?  --python myScript.py -- --inputDirectory file/path/folder --input_file process_file.glb

To separate the script's args from Blender's own args, I mean.

I've added the prefix but still getting the same error with blender not recognizing the "--inputDirectory" or "--input_file" either. Does anything in the script above stands out at all?

When you do parse_args() it parses sys.argv, which is all the arguments to Blender. The first one is --python which your ArgumentParser does not recognize, so it errors.
Blender lets you pass your own arguments after a --. You can get all the arguments after -- with
args = sys.argv[sys.argv.index("--") + 1:]

You can pass this to arg_parse, arg_parse(args) to get it to parse only your own args, and obviously you would call Blender as
blender.exe --python myScript.py -- --inputDirectory file/path/folder --input_file process_file.glb

But in fact there's no need to use argparse at all, just pass the input file name as the only argument after --
blender.exe --python myScript.py -- file/path/folder/process_file.glb

and access with
file_path = sys.argv[sys.argv.index("--") + 1]
file_name = os.path.basename(file_path)

Btw if all you want to do is change the baseColor/metallic/roughness I really recommend you don't use Blender at all and just manipulate the glTF JSON directly. It's a really simple format, and passing through Blender is very far from transparent.

Thanks scurest, this is helpful in many ways. Also thanks for the tip on editing the JSON directly, I wasn't aware that is a possibility and it definitely makes more sense than calling  Blender to do this simple task.


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Quick Smoke for Ink Drop, but smoke is showing squares
I'm trying to use "Quick Smoke"-effect to create an Ink Drop scene.
I've been following this guide: https://www.youtube.com/watch?v=zpYI6T4ILEo and everything looks great except that my ball of smoke is showing some squares inside of it.
See image below. Any tips or suspicions on what can be wrong is greatly appreciated.
(MacBook M1 Max, Blender 3.1.0 Beta, also tested in Blender 3.0.1 and same result)
Here's the file: https://drive.google.com/file/d/1Q6vBswevOWCDAmK-ExnU7bsIDeanBbqq/view?usp=sharing

pls provide blend file

My bad. File is included now.


text:
Blender changing magazine covers!
I am new to Blender. I recieved project done in Blender and i have to reassign pages to magazine and all other materials. How i do that?
Tnx

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

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

For the moment what we see in the 3D view is an Instance of the collection called Magazine. In the Outliner, activate Magazine and you'll see the original in the 3D view. Select the pages the one after the other, check their material in the Shader Editor and in the Image Texture node, close the current image and load the image that is supposed to be displayed by this page:

The 4 viewport shading modes:

If you want to move the pages a bit, first disable the Snap tool, then move and keyframe the new location:

Tnx. I am closer now, but i replaced textures in first page, but there are no texture on my main model. Its blank everything.

I only see textures if i render image. Is there a way i can see changes in real time?

have you switch to Material Preview or Render Preview mode? Changing the image works for me

Ok. Where i can find this Material Preview or Render preview?  Tnx

take a look at my edit  ;)

Awesome. Thank you so much. Now the last problem i see. There are some pages interference at the begining. How can i repair that?

You need to move the page a bit, see my edit

Woow. Tnx. And now really last thing: If i go render-render animation it renders only one frame. How i export all animation? Tnx

In the Outliner > Output, choose the destination folder, then go into the Render panel (top left) > Render Animation.

Thank you for all your time. You saved me a lot. Tnx anf god bless you.

Oh man. I render all animation and it shows in Blender rendered image in realtime, but when i open exr file in After effects everything is black. What is wrong?

can you open them with an image editor? You could open them in the viedo sequencer of Blender itself (Shit A)

I can open them in Premier or After effects, but there is only black. Can you try to render project and see if it is ok? Tnx

Edit: So it actually works fine with the current settings, I can open in Krita, I just need to enable transparency. So now it has to do with Premiere or After Effects, not Blender, you need to find the option that will allow transparency (you can find some answers on this topic). Or try PNG / RGBA

Tnx. I changed output to Tga and now it shows image. Tnx for help

it should be fixable for OpenEXR, but I don't know Premiere or AE

I am trying to replace textures in shader editor. I am searching how to import all textures at once or drag them into node and replace old one in shading tab. Is there an easy way to just pick and throw new texture to node. If i do that Blender creates new node? Tnx

you can drag and drop an image from the File Browser window into the Shader Editor window if this is what you're looking for?

Yes, but then it creates new node and you have to reconnect nodes. Is there a way to just throw image from file browser on existing node and replace old texture?

I don't know that, maybe ask a new question?


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How to make a double sided funnel
Trying to make a double sided funnel to replicate this poster:

So far what I've tried is making two funnels using the XYZ math surface mesh, rotating one on the x-axis 180, and then joining them together.

The only problem I have is that you can see where they both got joined together, and that the inner curve is more like a sharp angle than something smooth. How can I fix both of these issues?

I would start with a Torus object.

Select and delete the "unwanted" faces":

After this, you can scale or use proportional editing to get the exact shape you want:

Once you have it ready, add a Subdivision Surface modifier and shade smooth to make it perfectly "curved":

Lots of types of shapes can be easily made this way:

This is a good opportunity for combining a curve with a screw modifier.
I start with a Bezier curve and edit it to the shape of the outer edge of the desired double funnel (hour glass):

The key features are to have the central control point exactly on one of the axis, and its handles parallel to the axis that forms a plane with the first axis.  For the example, I picked the Y and X axis, respectively.
The distance along the Y axis sets the narrowest part of the curve.
Then I add a screw modifier:

Since I was lazy and left the Bezier curve on the XY plane and since I picked the Y axis for the center point, the screw should apply on the X axis:

Here's another view, after editing the curve:

The upside of this approach is that it can be very fast and it is non destructive.  Only 3 control points and a modifier that you don't have to adjust once you've set it up.
The downside is that if you want symmetry you need to be careful in how you handle the two outside control points.  They have to have the same Y coordinate and the X coordinate of one must be the negative of the X coordinate of the other.
But if you start with a curve that already has those properties that's easy enough to do.

I would recommend adding a "Mirror" modifier with clipping turned on if you need symmetry. When I used mirror before screw with merge turned on viewport shading had a discontinuity problem at the neck of the funnel, but that went away with switching the modifier order or using clipping without merge. (using 2.93.3)

You can create a cylinder, create a loop cut at its middle (CtrlR), scale it (S):

Then bevel (CtrlB), you can tweak the parameters in the Operator box:

You can model this shape with a math function.  The two sided funnel is an hourglass, and that technically is modeled as a Hyperboloid of one sheet The equation is
$$x^2/a^2 + y^2/b^2 + z^2/c^2 = 1$$
The Wikipedia page has examples of parametric forms that would be suitable for Blender's equations.
$$x = a * cosh(v) * cos(u)$$
$$y = b * cosh(v) * sin(u)$$
$$z = c * sinh(v)$$
Here's an example with $a = b = c = 1$:

Here is the result, with a subsurf applied for smoothing:


text:
Smooth shading only works in viewport shading
I'm still pretty new to blender (started a week ago), so there might be an obvious solution to my problem that I'm simply not aware of, but I'd still like to ask for help anyway.
I was following blenderguru's anvil tutorial, and everything was going fine until the time came for Normals baking.

I noticed the normals had choppy, flat shading in many areas, so to make sure everything was fine I re-did them, but the issue was still there.

I noticed that the issue actualy affects the base, lower-res anvil model as well.

I tried recalculating normals, but as of right now everything fails and there is no difference between smooth and flat shading in render and material preview. (applying the subdivision doesn't change anything either
Smooth shading in viewport

Flat and smooth shading look the same here and in render

Can you highlight where the smooth shading is behaving different in the material preview view, other than that the material itself is different?

I can't get to my pc rn, but basically it shades the anvil (especially visible at the horn) as if I chose flat shading, which is not the case, as I want it to be shaded smoothly like in the first screenshot

So the second screenshot is also in object preview mode.  What's the difference between those two that caused the loss of smoothness? Because whatever that is is probably the source of the problem, since the horn is the same in the 2nd and 3rd shots

If you mean the difference between first and second shot, then the first one I chose smooth and in second I chose flat to show that the flat one looks the same as material preview with smooth. If you meant what the difference was between second and third shot then that's the problem, I have no idea because the only difference is the preview mode, since mat preview looks like flat shading regardless of the actual shading method that I choose

hello please share your file (upload and copy paste the URL): https://pasteall.org/blend/

Fastest solving would be moonboots suggestion ... from my side I would like to suggest - edit your Q - Delete middle screen that generates confusion and clarify if 3rd image is using baked Normal map (if so, edit image description). If the issue lays in missing smooth shading in your bake - edit the title as well. Thank you

I guess I worded my question a bit chaotically so I'll try to make it more clear.
I wanted to bake normals of an anvil model (not shown in the photos) which were getting weird choppy segments for no reason. This led me to discovering that the problem comes all the way from the original, low-res anvil model (shown in the photos). I noticed that it has to do with renderer (both cycles and eevee) ignoring smooth shading. I am trying to figure out why the render engines can't smooth shade my anvil, as that will also fix the issue of the normals that I want to bake from the high-detail anvil.

also here's the link https://pasteall.org/blend/caf854bcc60e401984d786701f006d98

You have to click Pack icon next to image name in properties (or File > External Data > Pack Resources to provide bake result ... anyway you cant plug Normal map texture directly to Normal socket you have to use Normal Map node in between (also texture should be set as Non-color (not sRGB) ... also you can't have pluged texture before bake due circular dependency. Also you should bake normal map as at least PNG (16-bit) or even better EXR (32-bit) since JPG support only 8-bit format that is not enough color info to provide smooth results.

Also there is not a reaso to bake "Selected to Active" ... Also at the moment your UVmap parts are too close to each other for given bake Output > Margin ... It means margin of one part is baked into another.

Ok but all you said doesn't really fix the issue that the renderer doesn't smooth render the model at all. I'm pretty sure that the normals I want to bake (btw the high res model that I want to use for baking isn't included in the file I sent because it was too big) wouldn't look okayish at least, if they were properly smooth rendered.

Okay nevermind, turns out that because I had a blank, full black texture hooked up to the "normal" part of the material on all of the anvils it broke the lighting, I removed it and now it works fine. I feel like an idiot rn but at least I'll learn to check my stuff better


text:
Geo nodes parse string to geometry
I am looking for a solution where there is a string: for example "123456" that will add the corresponding instances from a collection to the scene.
So I have a collection with 10 objects.
When I enter the string 1424, it would spit out instances 1, 4, 2 and another 4.
With string length I thought I knew how many times I can run a repeat zone that selects the correct instance but I am having trouble to join all the geometry in the end. So all the instances are shown instead of only the last one...
Any help?

EDIT-

Below are some pictures:

Can parse a string, for example "31" so it would show object 3 and object 1.
I can use the repeat function and string length run the repeat function the correct amount of times:

But how can I parse this string and also how can I make the repeat zon add the instances one at a time?
I want to add this file but I am not sure how to do that.

Would you mind showing what you already did or even better upload a file? I don't know what your goal is or what "spit out instances" means in this case. It would be easier to see what your trouble with joining is if we knew how you implemented that.

I'd be okay if you shared a picture. not everyone would open up a file, but most times a picture gives enough information (if you simply the example, of it's a simple example to begin with - which it should be in your case.

I edited the post with pictures. I hope this is a bit clearer now?

Even if you can slice parts of the string, I don't think there is a node that allows to convert a character into an integer.

Ok, would there be another way of choosing different objects from a collection?

With the Repeat Zone you can compare each character of the string to the string representation of the digits, switching for the correct integer representation. In each step you store the results in the ID of a point and join it to a point cloud containing all previous results. This point cloud will serve as a list.

After that you use the digits output to pick the instance.

 $\small\text{Blender 4.0}$

Thank youuuu, this works


text:
Heatmap texture according to object thickness
I made 3D surface reconstruction of a point cloud in meshlab and exported a obj file. I also have computed the thickness of the object and saved the data as "[x,y,thickness]" in a txt file, where "x" and "y" represent the position of the object. I import the obj file into blender and it is what it looks like:

I am a beginner to blender. I want to show the thickness of the object on the top surface of the object like a heatmap.
---------------EDIT--------------
I followed the answer of @alambre. However, I did not get the heatmap result. This is the blender file. (This problem is solved with the help of @blunder's comment under the first answer.)

There is a Raycast node in Geometry Nodes. It can calculate a hit distance but requires a source and a target geometry. I'm not sure if it works for this "pancake". If you already have "[x,y, thickness]" can't you create an image from this and project it on the object?

a rough preview you can get in edit mode, just open the 'Show Overlays' dropdown and enable 'Mesh Analysis' > Thickness... but for a nice greymap use cycles render with a volume material, a 'Volume Absortion' node is enough if you adjust density, could try to render a top ortho camera and use later as texture to feed a color ramp... but there are many ways to do it

also a quick Cycles material can be get with an Ambient Oclusion node set to Inside and a Color Ramp, feed an Emision shader and it's done... looks nice but I don't know if it's correct

here's a simple Geometry Nodes setup you can try, using raycast and a vertex color attribute to pass the data to the shader... how do want to calculate depth, it's using z vector here... play with map range to fit your mesh

Thanks for your help. I followed your setup shown in the picture. However, I did not get the heatmap. I edit this question and upload the blender file. Can you help me find the error? Thanks a lot, I am still learning basic ideas of blender.

@kevinlee What happened to the ColorRamp?! It seems to be bugged. It creates white color but there is no white color at all. Reset it (Backspace), then choose red (FF0000) for the first color and green (00FF00) for the second. Then HSV and Near as options. This gives you the correct color pallet without white. But red, white (in the middle), green or blue, red, green look nice, too.
Because your pancake is really gigantic (40m) you have to adjust the values of the Map Range node (in the Geo Nodes). Try values of 14 and 60.7 =>  https://i.sstatic.net/fpYff.png

@Blunder Thanks a lot. It works! I will continue to learn blender.

you got pretty close, but what @Blunder says is right, thanks..! but also be sure to try a different setup without the GN nodes: use an 'Ambient Occlusion' node to feed the color ramp, enable 'Inside' and play with 'Distance' value, see you get a lot more of detail... but this setup only works in Cycles rendered view, and depth is sampled in all directions I think


text:
Volume Clouds failed to show up even after I set Its Geometry Nodes right
I really don't understand what's wrong here
I followed this tutorial from Blender itself and every node setup that I built followed that Blender make, but I get different result compare to it.
Here is the Blender Version result:

And here is mine:

I make mine using Blender 4.1 (I don't know what version did Blender use to make their files)
Also Here is my file and Blender's
(Blender) :
(My File) :

"I followed this tutorial from Blender itself almost alike" - always, not just in Blender, follow the tutorial literally and only then try your variations :) Also make sure to use the same version of Blender, and just don't bother if the version on the tutorial is in alpha version. Can you give a link to the tutorial?

@MarkusvonBroady https://www.youtube.com/watch?v=kMDB7c0ZiKA&t=143s

@MarkusvonBroady I think he's using version 3.3.2 (release version.)

Earvin, it's not a tutorial, just a video about Geometry Nodes. It's possible there were quite a few more steps involved to get that effect. That plus what I wrote about versions, you can see in the bottom right corner, the 3.1.2 version is used.

Sorry about little misleading... I didn't mean to confuse you guys about tutorial and introdution video

Before solving the problem, you should reduce the size of the cloud curve - yours is 6010 m wide and 3352 m high, the original is just ca. 71 m × 40 m. As soon as you would get this volumetrics to work your PC might crash because of the millions of voxels.
So, first of all I scale it down to 1% of its size with S 0.01 Return. Then, very important, apply the scale with Ctrl+A > Apply > Scale.
Now the important thing is, the Geometry Nodes nodetree works with the Bézier curve lying in the (local) XY plane, therefore in the original file the object is rotated 90° on X to view it from the front.
You have not rotated your object and the curve is lying in the XZ plane. Here is the difference, the curves without GN enabled in comaprison:

So what you have to do is go into Edit Mode, select all with A and rotate the curve by -90° on X with R -90 Return. If you then rotate in object mode by +90° to again see the curve from the front view, you will have this result:

To quote the Blender manual on this matter:
"The Fill Curve node generates a mesh using the constrained Delaunay triangulation algorithm with the curves as boundaries. The mesh is only generated flat with a local Z of 0."
See: Blender manual: Fill Curve Node


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Copy and Paste Weight from one side of vertex of a Rig to another side of a similar vertex of the same Rig
I would like to ask whether there is any scope to copy any left side vertex weight of a left sided bone of a character to the similar vertex on the right side but of a right sided bone.
Say, vertex A is on Left hand and has a weightage of 0.5 for a bone Hand.L. Now how to copy this 0.5 weight on a similar vertex B but on the right hand, however, weight to be imposed by Hand.R. The idea is similar that is being used for making poses in a character, wherein, copying of pose from one side is done by pressing Ctrl+ C and then by Ctrl + Shift +V to paste the similar pose on the other side of a character.
Is there any way to weight transfer by doing copy & paste in the similar way as it is being done for creating poses in Rig as mentioned above?

During Weight painting there are two different concepts of symmetry:

X mirror will copy weight strokes on the simmetric area of the mesh, useful when painting centered bones, such as spine, head, neck, tail.

X mirror with "mirror vertex groups" enabled, useful when painting limbs, arms, legs. This lattest works only if the mirrored pair of vertex groups share the same name, except for a good suffix, such as .left .right, .L .R, .l .r, and so on (check for the list of accepted suffix on Blender manual https://docs.blender.org/manual/en/latest/animation/armatures/bones/editing/naming.html).

If you have already made a vertex group and you want to create its mirrored tween, you can delete the tween, create a copy of the source Vertex Group, mirror it and rename it as the previously deleted group, using the vertex groups dropdown menu functions.

Be aware that all thoose functions work well only on perfectly mirrored meshes: if something goes wrong in an unsymmetrical model, you can try to use the "Mirror topology" function, which tries to set the vertices couples considering topology instead of location (try both options to see which suits better your needs).


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Geometry Nodes: How to randomly set Y-Position when wrapping X-Position
I am trying to move instances on points along the X-axis for an animation.
When an instance reaches a certain X-value (e.g. 2) it is wrapped to a lower value (-2).
This works just fine but I also want the Y-value to be randomly set i a given range (-1 to 1) each time the instance is wrapped.
The Y-value is set randomly the first time the instance "jumps" back but then remains the same...
Any ideas?

maybe show us a sketch or a link to an animation how it should look like?

Thanks Chris. I added a gif to visualize what my node setup does.

You can keep track of which cycle the points are currently in, and use that to seed a random Y. This group allows you to set Max and Min X and Y, the speed of travel, and the density of points:

The green node is the 'total' X position of each point, before wrapping. (The red node).
If the minimum X is subtracted from the X total, then it is  divided by the X range, and the floor is taken of that (blue node), we have the number of the wrap-cycle the point is currently travelling through. That can be used to seed an random-number-per-cycle, which, in turn, sets Y.

Blender 3.1b. For earlier versions, I think all you have to change is Scene Time to a #frame-driven Value node.

Thank you so much! Just downloaded your blend-file. After the change from "Scene Time" to "#frame"-Value node it worked like a charm!

You can use trigonometric functions as pseudo random like sine functions.

-1 ≥ sin A ≤ 1
sin 1.57079633 = 1

So we can make random value from #frame

Sin(x) along Y axis
In this example I make a cube go along X axis and random Y position every 50 frames.

This actually did not help. The use of sine values resulted in a repetitive pattern when instancing several objects. Even if offsetting the initial values.


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How to shrinkwrap flat objects on a curved surface when using geometry nodes
Using geometry nodes how can I "shrinkwrap" or array these instances of objects flat against a curved object?

geometry nodes set up https://i.sstatic.net/Zjyrx.jpg
another photo https://i.sstatic.net/rBvjP.jpg

you didn't say with one word what you wanna have!? The objects are already on your surface. Shrinkwrap wouldn't make it another way. Show us a picture of what you want to have or describe it in words. Picture would be easier.

The ball is ico sphere,but it's just to make it looks nicer. You can't spread your cube on the sphere uniform,just a little similar.

Thanks for your response! I'm having some difficulty still with the instances not being "shrinkwrapped" or flattened onto the curved mesh. Here are a couple of photos of the issue. https://imgur.com/oRSpPyB https://imgur.com/5beoy7g


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How to fix shader warping and stretching on uv sphere
I'm learning procedurally generated shaders, and have a few questions related to Object/uv coordinates. I'm having some problems with stretching and an obvious seem. I've been messing around with this for enough time so I thought I'd see if I could get some help on this.
I would like these patterns to be evenly distributed with no stretching or warping.

For the stretching issue using object coordinates, I've tried remapping the vector and messing around with the scale.
For the uv seem, I've tried uv unwrapping a few different ways.

Preferred results for Object coordinate:

The pattern behaves similarly to uv coordinates where it isn't stretched and the scale looks
correct.

Preferred result for UV coordinate:

Hide the seem so if I increase the scale of the pattern or rotation the seem doesn't show.

I'd love to use Object coordinates as it looks like the best solution for manipulation of the pattern. Just the stretching is a major issue haha

Thanks!! :)

I'm not quite sure I understand you correctly, but I'm guessing that you want to distribute the texture evenly across your UV Space.
If I have crystallized this correctly, you would actually only need the Mapping node in your setup and adjust the scaling accordingly.
You place the node immediately after the Texture Coordinates node and use the number of repetitions divided by $\pi$ as the scaling on the X axis, and half of it for the Y axis.

Tip: you can enter the number $\pi$ in all fields by simply writing the letters "pi" instead of a numerical value.

If this answer helps you, please be so kind and edit your question again, so that others better understand what it is about.

Thank you!!! Sorry for not clearly asking my question but you were able to parse through that and solve this! Really appreciate you taking a look at this :)

Wonderful! It would be great if you could rephrase the title of your question so that others might understand the task better.


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looking for a way to evenly space objects instances across mesh
I'm wondering what the best way is to evenly distribute objects onto another object. I have a circular object that I would like to evenly distribute these instances onto. I was thinking geometry nodes would be a good solution but I'm having some doubts as something I would like to have is a way to control clipping. I'm sure there is a way I could do this almost programmatic and not manually aligning. A couple of things that are technically challenging here for me are the alignment and then somehow placing these flat objects onto a curved surface in a way where they lie flat and follow that curve.

This is an example of the curved object and one of the instances I'm trying to place. If anyone has a suggestion or a workflow to accomplish this I'd really appreciate the input. Thanks so much!
edit:
Figured out how to place the object onto the curved mesh using this tutorial https://www.youtube.com/watch?v=-XYuno3DgAo
Though I am still stuck on how to array this around the circle evenly.

I went ahead a used the tissue tools tessellate function suggested by @moonboots and was able to accomplish evenly spacing the instances across the target object. Now my only question is how to change the spacing. It looks like the tissue tools append an instance onto each face, is there a way to adjust this to say 4 faces instead of one and increase the scale of the instance to achieve the same result?

current progress:
I found a geometry node set up and modified it slightly to end up here. I'm getting a semi desirable result, as I'm getting instances on the object but the problem is there are the way to many lol! Any idea on how to remove some or control the density/position of the instances? feel like im getting closer!
current object results:

geometry node set up:

Maybe this is what you want. https://blender.stackexchange.com/questions/256450/geometry-nodes-and-object-instances-not-applying-well-to-curved-mesh/256468?noredirect=1#comment437811_256468

is you mesh always circular? then i could offer a solution with GN

it is! i'm using a uv sphere.

I think the idea could be similar either you use tissue, or geometry nodes or just textures: have a low res mesh to place the objects and then subdivide it to have a smooth surface to project onto... that would give you max control I think... as an alternative you could use 2 meshes and wrap one into the other, but the concept is the same.

Here some tests based on that one in previous thread, but using face area to try to get the scale of instances... by sliding edgeloops you can modify shape distribution. First example is a more generic one, that 'works' on any shape... second one generates a virtual sphere, you set resolution and will project onto object... the red objects and the blue ones uses different approach to get the face area and projected vertex. Many things to improve yet...

This group will allow you to 'UV Map' any geometry in the 0-1 XY square, in the same way an image texture, onto the surface of a UV-mapped object, independently of the target's topology.

This example splits the edges of the target object , captures its 3D point locations and normals, and then flattens it to its own UV Map.
It arranges your motif object in the World 0-1 UV square, exposing various adjustments as parameters in the modifier for thickness, X and Y counts, map-scales..
It can then transfer the locations and normals of the target object to the  motif-arrangement by interpolated proximity...
.. and deform the motif-geometry to the transferred values:

I'm sure the interface could be improved to suit your requirements, maybe by adding some nodes; this example is to illustrate the principle. You could change the mapping-area to something more convenient, imitate Image Texture's 'Repeat' setting, arrange instances hexagonally, and so on.. Any geometry in the UV square, (or maybe a scaling of it) will be deformed to the UV-mapped surface.

If you plug the last node in Motif Settings straight into the output, you'll see how it works:

Blender 3.1 stable

Thank you so much!! this actually got me super close to what I've been looking for during this journey of mine! The only issue is that the seems are pretty apparent, any eloquent ways of hiding this?  https://imgur.com/g8FxzzW https://imgur.com/FabrEzM

Hi @rtwhite !  Maybe you could share your file  on https://pasteall.org/blend/ so we can see what's up :)

here you go! https://pasteall.org/blend/f7a1432310aa4b2f88841f5981d3f403
I really appreciate you taking the time to look at this! Do have any suggestions on how to make my instance a bit smoother? Im using that GN to generate the pattern with the goal being to procedurally generate a bunch of similar shapes. Im almost there with that as well it just needs some adjustments to the nodes I think. thanks!!

@rtwhite  Here's a Fixed Version. If you want a single line of instances, a grid won't do.. painfully, it needs at least 2 vertices in each direction. I've made a version which uses a line instead. Your defect was showing because you had an instance outside the UV grid, crossing the seam from 1 to 0. I've added a yellow cluster which optionally shows the UV map, so you can see where it's safe to put the objects to be deformed. (You don't have to use the 'Motif Settings' at all.. any geometry you put in the UV area will be mapped)

I am seriously blown away by your help. Thank you x100000! Any suggestions on how to get better at GN? I'm def still learning blender and am always on the lookout for great resources.

@rtwhite No problem.  Answering other people's questions helps me learn GN myself.Personally, I get impatient with most of the GN tutorials out there..they don't break down / abstract the principles enough for me. I like Entagma's videos, though... a lot of the Blender GN stuff is out of  date.. old GN system, but still useful for ideas, general understanding.

Okay last question! So after messing around with this I've noticed that maybe the best solution is to have the instances be almost like a flat texture rather than have 3d mesh. Is there a way to do this using GN or would this be more of a shader solution?

@rtwhite Indeed. A simple image-texture, or a more tricky procedural texture, in a material, would be a more conventional approach to decorating the bowl. Maybe with a bump-map to get a simulation of shallow-relief. But this problem is worth solving for close-up: no way would you get such nice crisp edges and profiles on an  applied motif that way. A completely flat motif would need some sort of offset from Z=0 for it to show cleanly.. and there's a danger you would see the gap.

thank you for being so awesome! I marked this as solved, thank you everyone for providing input and direction!

There are several ways to do it, like Array + Simple Deform (Bend) + Lattice, but you can use the Tissue Tool addon:
Install the addon, activate, select your object, shift select the bowl, open the N panel > Tissue > Press the Tessellate button:

Here is what it gives, it creates one instance per face:

So this is super cool! My only question would be how could I adjust the placement? It looks like this places the instances on every face. Is there a way to do every other face or even increase the face placement size to 4 from 1, ect.  Thanks!

I don't see that in the options of Tissue Tool, if you want something more flexible, maybe try Array + Simple Deform + Lattice, do you want me to explain?

I'd really appreciate that! does that also allow the instances to follow to normals rotation of the targeted object? Thanks so much!

If you plan to change the emitter shape (your bowl) it's better to use a particle system or even better Geometry Node, I'm going to see the way to do it, or maybe someone better than me in that field  ;)

So I've given some tries and methods like Instancing or Particles have some drawbacks if you plan to have something not destructive that allows to change the bowl shape, Geometry Nodes are the way to go, I hope someone will answer, Chris is a beast in GN but he's lazy, maybe Gorgious or Robin Betts?

i feel very flattered - but my knowledge is in fact very limited. Robin is THE beast and Gorgious is - as the name says - just gorgeous.

thank you, guys!


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Shortening time for repeated renders on cycles for animations
1 Frame rendered in Cycles with original settings (~11sec)

1 Frame rendered in Cycles with thibsert's suggestion (~6sec-8sec)

Clip rendered in Cycles for reference (forgot motion blur): https://youtu.be/4a-HzTpflm0

1 Frame rendered in EEVEE for reference (~330ms)

Clip rendered in EEVEE for reference: https://youtu.be/EEczTXhxLjg

1 Frame rendered in EEVEE after some tweaking with the settings (~1100ms, 128 samples)

Clip rendered in EEVEE for reference: https://youtu.be/QlL00AvYLk4

1 Frame rendered in EEVEE after further tweaking (~310ms, 32 samples)

Relevant settings for thibsert's way:

The important thing seems to be to keep samples low (~40) and use denoising, previously I tried this option with too many samples (~2000) and noise threshold together with motion blur active which caused problems
Some issues with this method:

The CPU bottlenecks the process while Denoising
Low samples size might cause problems for indoor scenes (haven't tried yet)
The GPU & CPU usage spikes up and down for each frame render (idk if relevant, just wanted to point that out)

Relevant settings for the tweaked EEVEE frame:

Changed my point Light Radius from 0m to 0.01m which enabled the white bit of intense light at the top of the green ball
Enabled & tweaked Ambient Occlusion in render settings to get the nice shadow below the green ball (side note: default settings kinda suck)
Enabled & tweaked Screen Space Reflections, the default settings will give quite similar results to cycles but I wanted less reflection on the ball
Added an Irradiance Volume that covers the road and baked it, default resolution worked fine for my scene
Changed Shadow Size to 4096px in render settings

Some issues with this method:

It can look worse up close compared to cycles
Shadows might be a problem in certain scenes
The Irradiance volume might have problems when 2+ deforming/animated meshes need to provide indirect lighting to each other, you would prob need to bake it for each frame (However I want to point out that with static meshes it works great when 1 animated object enters a baked area)

What I'm trying to accomplish (half-achieved):

Re-rendering the scene with Cycles faster after making changes in the scene (for ex: changing the way the camera moves slightly)
Alternatively: A way to accomplish better quality with EEVEE at the cost of some render time

Current Render Times (30fps):
~3 minutes in EEVEE
~1 hour in Cycles
Old Render Times (30fps):
~3-6 minutes in EEVEE
~2 hours in Cycles
Side Note: I would like to try to use Region Render but my ball & camera moves in the scene, can I somehow easily change this movement to fake movement that just moves the scene?

Did you try using Denoising, with a lower noise Threshold?

I just tried however Denoising seems to be very heavy on the CPU causing a bottleneck. The result is that the time it takes is actually slightly longer for each frame.  Edit: the GPU spikes (~100%) when processing samples and then the CPU goes to ~90-100% while processing the Denoising, going down to ~10% when GPU spikes up again for the next frame

thibsert I tried your suggestion with some alterations and got better times (reflected in the post now) please make a comment so I can highlight it for anyone looking for an answer here :D

You shouldn't be rendering at final quality to judge changes you've made.  Render at low quality/resolution until you're happy and then do the final render.  CPU will top out while denoising, there's not really anything that can be done to make it more friendly.

well I'm just rendering 1 frame or putting same settings in viewport to test, I'm not actually rendering the entire animation at final quality each time xd, I just calculate how much that would take based on how long the average of 2-3 frames I render is, EDIT: I'm currently trying to learn so I don't know what my final settings are for any scene or what I need to change at all

Your finals will probably be at least 1920x1080, but if you're just testing things out you could probably go as low as 480x270 for now. That will speed things up significantly

no need, it takes 1-30 seconds to render a frame depending on render engine used, settings, scene and what not, and that is only if I need to render it, otherwize I can use the viewport to observe changes (for ex. EEVEE is so fast the viewport on render is basically as fast as shading for my scene)

anyway I made some tweaks to EEVEE settings and now it look pretty dope, so I will prob stop testing stuff for now anyway xd

I won't write an Answer because it was just a quick suggestion, and after that you did all the job ;) Feel free to answer to yourself, I'll upvote it. The CPU/GPU usage is totally fine imho ; I mean, you want your hardware to work at full capacity, don't you ? The downside is that you can't really use the computer for something else during this.

"Changing Light Path settings, didn't help much (maybe because my scene is so simple?)"> You're right, your scene doesn't need many Bounces (mostly diffuse, no transparencies, no complex lighting). Things would have been really different in an interior scene with some glasses, mirrors, SSS and multiple lights...

Post Summary:
Get better quality in EEVEE (in general):

Change Shadow Size to 2048px+
Make sure your light source has >0.01m radius
Enable & Tweak Ambient Occlusion
Enable Screen Space Reflections
Add Irradiance Volume for indirect lighting

Speed up render time in Cycles:

Use GPU Computing (in general)
Lower samples count (~40) & activate Denoising (courtesy of thibsert, specific for my scene)
Use Fast Global Illumination preset for Light Paths (specific for my scene)

Side Note: I won't mark this as the answer because it doesn't really answer the post title question (which is asking for optimizations on repeated renders specifically)


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Cloth physics not updating the passive rigid body component

Steps I took:
Added a plane mesh and changed:

Subdivided 20 times

Added cloth simulation and pinned the edges, changed properties:
Quality Steps: 20
Collisions > Quality: 5

Added Rigid Body, changed properties:
Type: Passive
Collisions > Shape: Mesh
Collisions > Source: Base / Deform

Added a cube mesh and changed:

Added Rigid Body, changed properties:
Type: Active
Collisions > Shape: Box
Added Collision

Result: The rigid body on the plane mesh seemed to ignore the cloth physics and just remained static.
Side note: The cloth physics are broken when rendering if not baked.

.blend file: https://drive.google.com/file/d/130IBYfo-6UWzC49Tv1sWqllsuR-7PRgA/view?usp=sharing
Someone asked for the file

For the cube,add cloth not rigidbody.For the plane,add cloth and collision.Don't use rigidbody.I can't explain why clearly,but it works.

That would be cloth and collision interacting or cloth on cloth physics, that's not what I want tho.
I would like the passive rigid body on the plane to update with the cloth physics.

I don't understand,passive means no change,but cloth is changing,what do you want?

what I want is the effect of catching the cube on the cloth while the cube is a rigid body


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Marvelous Designer Material
I am hoping someone can help me with this problem. I've tried both Blender and Substance painter to try and replicate the materials I am getting in Marvelous Designer, but I cannot seem to reproduce a similar result.
Am I missing a node? Subsurface scattering of a similar blue maybe? I am completely stumped. My render in Blender ends up looking like plastic / leather vs the exact Nylon (winter jacket) look I am going for. I am using cycles with 3 area lights all set to white FYI.
I've attached a screen shot of both.
https://i.sstatic.net/qBTF4.jpg
EDIT: One quick fix I've found is cranking the metallic which reduced the light reflection but increases the material color reflection

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 GIFs

is the second picture the one made with Blender? maybe try the Principled BSDF's Sheen, or even mix the Principled BSDF with a Glossy with a Fresnel as factor? you can share your file here: https://pasteall.org/blend/

@moonboots Yes it is. I actually think I've sorted it pretty well by doing exact what you suggested. Looks near identical now. I may explore a faint / fine density noise on the roughness or normal to get some tiny variations. Thank you for the reply


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Bones don't attach to lower half of the body
I've been trying taking the next step in my blender journey by dipping my toes into rigging for quite some time now, the results weren't the best
For some reason, while the upper half of the body attached with no problems, the lower half refuses to attach no matter what i do, here's a gif that shows the problem quite clearly

I am following a really basic tutorial, and i watched it several times seeing where i could've been wrong, without much to find, i don't know what to do
Here's the file, be aware that i'm really new to all of this, and the bones and such are in spanish, if you need it translated, ask me and i'll add the translations
pasteall.org/blend/3a6ce5db73b74e84bfceb70c0c862253

Please upload your blend file and paste the link into your question so that we can have a look: https://pasteall.org/blend/. First thought though is that the origins of your armature and object aren't in the same place. Also make sure that the scale is applied to both the object and armature in Object mode with CTRL-A > Scale.

All bones of your legs have their "Deform" option unchecked, so they don't act (and they don't even create a vertex group during automatic weight function).
Check them as deforming, uncheck this option for pole bones and IK target bones.
To complete the fix, select the character, press Alt P (clear parent and keep transformations), then Shift select the rig and press Ctrl P (with automatic weight).


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The texture in my model breaks only when i try to render it
I'm relatively new to blender, and i was trying to create a simple human model following a tutorial and making the textures myself, thing is, when i try to render it, the texture breaks, forming seams everywhere as depicted below

Weird thing is that, when it just starts rendering the model, the texture looks fine, it's after the compositing (which adds the outline) that the texture breaks

I made sure there weren't any seams when i made the texture, i don't know what could be going wrong or how to fix it
Here's a picture of the nodes i used during compositing, i'm not sure if that has to do with anything since it's only job is to add the outline once it's done rendering

You said it happens after compositing and not before. So can you provide a screenshot of the compositing nodes?

My first guess is that the faces of the model are split, and somehow that is affecting the composite.


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What wrong with the scaling?
First of all, sorry for this newbie question. I selected the face of a cube and scale, this is what I get

However, after pressing tab to go into object mode, select the whole unit, follow by shift-D and duplicate the same object, tab again to enter edit mode, select the same face on the duplicated object and scale, I got the result as below.

Been searching youtube for answer but not sure where to look for the solution and why this occur. Tried the pivot option but still cannot get the result.

So, with the face selected, you pressed Shift+D, which duplicated the face. Then, you scaled it? If so, then nothing's wrong, you're scaling the extra face you've created, which is not "linked" to the rest of the geometry. What were you trying to achieve? What did you expect to see?

My bad, edited my question. I want the surface scaling to occur like the original object.

It just looks like you have a duplicated face. Delete it, select the face beneath it and sclae like you want.

Realized where my mistake. Thanks everyone.

The solution just like what community mentioned. I made a mistake shift d to duplicate the face and since that not I want, I right click to cancel it(without notice the duplicated face still on top of original object) so whole duplicated object in object mode have an extra face duplicated.


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How to make terrain under curve Geometry nodes
So I am just playing around with geometry nodes and looking for a clever way to generate meshes under the curve to form a terrain.
I want to be able to play around with the curve itself to make different procedural tracks.
What I have now is a working track (can probably be improved but I am fine with it for now)

My thoughts on how I would be able to generate a terrain:

Get the Z position of the curve (don't know how to get that Z position) for different points of that curve and make terrain under it by instancing an object/terrain.
But I feel like this is the wrong way to go about it because you can't control the meshes you generate for the terrain by just instancing an object.
Or take a plane and subdivide it --> take the middle part of the plane and get it to the same height at the track, flatten the top so it doesn't interact with the track. And make the ends reach the 0 value of the height

Anyone has any clever ideas?
Edit:
What I want it to look like is like a small hill with the tracks on the highest point and a slope going downwards on both sides. Where the track is flat the surface matches, where the track goes up, the ground moves up like a hill.

can you pls add an image how it should look like? what is the end result you are trying to achieve?

I just want to make something generic to create an environment around something moving over the track and that can have elevation/ move with the tracks without having to model the terrain and shrinkwrapping the track on it.

Is somenthing like this that your are aiming for?

It is close to what I want to achieve yes. Bezier segment node will help me, ty.

@Struggling_Coder, please upvote Luiz Antonio's answer if you find it useful.


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Problem combining animation actions
I trying to combine two animations whitch was exported from blender in fbx format, but every time I try to do that the second action start in the "reset position" of the character and all the position changes ruining all the animations.
the second animation hand positions should like this

without any "useful" information and without seeing any settings it is just guessing around. so please provide a blend file, so we can reproduce your problem. You can delete all "not necessary" stuff of your blend file before. Thanks.

@Chris I just add some images to the post. thank you!

could you please share your file (at least your armature): https://pasteall.org/blend/


text:
Baking normals is going how it should
When baking normals after retopology of an high poly mash the map looks horrible and only some of the details get baked

The Link to the drive with the blend file
https://drive.google.com/drive/folders/1V3KDf89FSRVBQtNcGoL77mng6kXGrjv1?usp=sharing

Well what do your meshes look like?  You've at least got normals that look like normals baking there, so I can't tell that they're not supposed to look that way.
A screenshot of the UV map would also be useful I think - it could just be squashed UV mapping leading to equally squashed normal baking.

There seems to be alot of issues with this blend file.
First off, I can't tell because it seems like the baking settings were reset, or maybe you weren't baking in Blender, in any case, you want to check this setting and make sure it is high enough to envelop the entire HP mesh.

This setting is telling Blender how far out from a HP mesh to "look" for normal map details.

If it's set too low then it will stop looking before it reaches the details you want to capture in the normal map.
On that note you want to make sure that your low poly and high poly meshes match each other as closely as possible. There are a lot of spots where the difference is way too much to tolerate. Usually I set the material of one of the meshes to something really bright so you can see the difference very clearly.

I like to use a Shrinkwrap Modifier to get it really close, and then tweak it after that to make sure it's perfect.

Finally, I would highly consider going back to an earlier version of this HP mesh and rework it from the ground up. It looks like you made it with a mirror modifier but didn't use "Clipping" so it's not even merged down the middle axis.

There are alot of areas with extreme pinching and bizarre topology that are not going to look great in the bake.

A lot of non-manifold geometry, which in general is a bad idea but when normal baking is only going to cause problems.

Generally speaking you don't want to have one thin strip of faces welded into another set of faces like this.

Then finally there are a number of other spots where there are either floating geometry or gaping holes into the backside of your mesh.

You have to remember that your bake is going to basically take a "screenshot" of your high-poly mesh as it is, flaws and all. If you have weird shading errors, floating geometry, twisted faces and so on, your bake is going to capture that exactly. You want you HP mesh to look as flawless as possible before you try to bake it.

Thank you very much. Actually it is a very old mesh that i did in my early days in blender and it was the only thing i had to practice retopology, i will try to make it again and bake new normals. thank you again.