text:
Mesh displaying strangely in edit mode- vertices and faces show, edges don't
I've been using sculpt mode on a mesh (with dyntopo) and using edit mode to make tweaks, but this time when I entered edit mode some of the mesh was displaying strangely. The shape of the mesh still shows, and the vertices and faces still show, but there are no visible edges between them, and the affected areas don't work with proportional editing. I can't think of anything that would intentionally cause this, but I'm hoping it isn't a bug because I don't know how I would recover my mesh... Ideas?

Try pressing Alt+H to unhide while in Edit mode. Does anything change if activating Dyntopo again in Sculpt mode, doing some strokes, then going to Edit mode? Does sculpting work at all in these areas?

The first two do nothing, but yes sculpting is still possible. I've just reloaded the file from my last save and am redoing any lost work, rather than trying to figure this out, but it's still a curious occurrence.

This case is quite localized, so if possible share the file (a piece of your model with this behaviour) on https://blend-exchange.giantcowfilms.com/ and add a link here. This could be a bug and if it is it should be reported.


text:
hair are thick at the end of it
I have been following a tutorial about a new hair system in 3.5 which I recently mentioned similar question but now I am trying to make the hair kind think at the end of the hair , I am trying hard to find what is causing it , this is the video https://www.youtube.com/watch?v=gCQN5vNgHiI&t=1161s&ab_channel=BlenderStudio at 19:21 you can see the hair is thin and other , but on my picture you can see it kind thick , what Did do wrong here ? thanks

First of all it would help if you plugged the Principled Hair BSDF into the Material Output instead of the Color Mix node. And for everything else I don't have enough time right now to go through all the steps of the video o see where you might have set a value different than shown in the tutorial...

I've just watched the beginning of the tutorial now, and from 3:46 on, in the chapter "Initial Modifiers" it is explained how the shape is changed.

thank you gordon for your time mate , yeah sometimes when you are focusing on too many things , you just miss some important part , much appreciated

The tips of the hair are thick because you have set the Shape value of the Set Hair Curve Profile to a negative value. The value has a range of -1 to 1 and works like this:

-1 = thin root, thick tip
0 = equal thickness of root and tip
+1 = thick root, thin tip

If you disable all other modifiers and increase the Radius, you can see the effect better:

To fix your problem, just set the Shape value to +0.787.

you are a life saver my guy , much respect

source: Stack Exchange

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

sort: votes


text:
bone rig is not working properly
so I have been following a tutorial which is I m trying to learn more about rigging , as if its the only thing I Did not learn much about , so I decided to actually follow a tutorial to learn more about , as you can see on the picture whenever I try To Move the back foot bone there is a weird glitching happening on the foot like its the upside down foot is kind of having some sort of glitch or its not moving as it should , when I want to move it back , the foot should move only but does not really glitch the whole foot , I m still new at rigging so I m wondering how to fix this issue , I went to some weight paint and tried to add and sub but I m still confused here , even though I followed the tutorial at some point , I Will upload the blend file as if its hard to notice , I Hope I can find a fix for that enter image description here
The animation rig tutorial : https://www.youtube.com/watch?v=mMQ56rQuC6s&ab_channel=PIXXO3D
the character weight paint tutorial : https://www.youtube.com/watch?v=JF4sIMEfqzE&t=371s&ab_channel=PIXXO3D
The blend file  : here

As you see some vertices of the left leg are part of some right vertex groups and vice-versa, this should not be the case:

This has probably happened because you have inverted normals, you need to switch to Edit mode, select all and recalculate the normals (ShiftN). Parent again and it will work fine without any manual correction.

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


text:
copying a dope sheet
hey all a quick question actually I have a tree leaf animation in dope sheet of blender when I copy the leaf trees to another blender file it only copy the object but the dope sheet is empty , is there a way to copy the whole object with the dope sheet animation to another blender file? thanks in advance

How are you copying them? - If you use File > Append, you will see there's a Mesh folder and an Action folder in your original file (plus a Texture folder which you'll also want). The Action folder should include an action named the same as the tree mesh and appending both should bring the animation in with the mesh.


text:
object has no attribute pose bone
hey all so I m Trying to actually rig a car with the addon rig a car, I watched many videos on youtube and I FIGURED it out , after I parent the wheels , named them etc , When I try to generate it there is an error , "posebone"Object Has no Atrribute Pose Bone , What Am I missing here?  thanks in advance
https://drive.google.com/file/d/1zRfd6kXsUqVkoo54sCxcdEFCf-ERL35B/view?usp=sharing
blend file

Blender 4.0 introduces Bone Collections which replaces Bone Groups. The add-on needs to be updated to account for that change. Another option is to use this add-on with an older Blender version.


text:
Boolean doesn't affect my object and i don't understand why
I'm doing this tutorial:
https://www.youtube.com/watch?time_continue=307&v=WxMwa0njGSM
and by 5:11 min you can see, that the guy makes a cylinder to cut a part out from the anvil. I understand how to use boolean. I have to choose the anvil, then add boolean modifier and pick the cylinder object to make the move. I did everything just the same way as the guy, but as you can see on the attached picture my cylinder doesn't affect the anvil as on the tutorial. When I change the viewport to wireframe it seems good, but when I apply the modifier and I change the viewport again to solid, it's a full anvil again. I tried the method on an other layer with a square and an uv sphere and its works fine. When I copy the anvil to the other layer the problem is the same again. I tied to relaunch blender but nothing.
My blender version: v2.79

thank you so much! I found the solution in the link. I had to remove doubles on the carving object!


text:
How to randomize window lighting on skyscrapers without separating each window into a separate object?
I want to make a building where each window has a randomized lighting value. I can achieve this by separating each window into a separate object and assigning them a material that uses a random number, but is it possible to achieve this without having to separate each window into a separate object?
Ultimately I want to make a city of these skyscrapers, so I imagine it would be computationally way more expensive to have to separate each window into its own object (not to mention annoying having so many objects in the outline editor).

I've once asked myself the same question, I didn't find the answer, so what I've finally done is put all the windows into the same object and use select > random, assigned "light on" material, then inversed selection and then assigned "light off" material. Problem: as it's not randomized, if you duplicate your building, it has the same windows disposition that the others... So I'm interested by another trick  ;)

If your windows are fairly regularly spaced it should be possible to use the texture coordinates and some maths nodes to create a ‘stepped’ value and use that to assingn random state.

I think this addon will work for you. Addon : https://blendermarket.com/products/window-generator  Video : https://www.youtube.com/watch?time_continue=1&v=tZu5vRA9x7s

Assuming your windows are fairly regularly spaced you can separate the individual 'windows' in the window material by using a Modulo function to convert each of the X,Y,Z Object coordinates into a 'stepped' function. This separates the surface into individual 'cells'. By carefully setting the spacing of the 'cells' (the Modulo functions) to match the positions of the windows you can ensure each 'window' has a consistent solid illumination.
The 'stepped' coordinates are then randomized via a Noise texture and Greater Than used to illuminate only those above a threshold (higher threshold results in fewer 'lit' windows).
Further combine the Object Info 'Random' property into the coordinates (multiplied by a suitable amount so as to make the different objects wildly different) and you have random 'cells' per "building".
This produces the following material :

With the following result (this is showing the 'lights' only - obviously the surrounding building needs to also be included in your final mesh) :

Note : Don't forget to Apply Scale so that the lighting 'cells' are the same dimensions over each object.
For less regularly spaced 'windows' you will need to adjust the Maths nodes to produce the required arrangement of 'window cells'.

There is another way, borrowing a technique used in Per face vertex coloring - essentially to create a UV map where each face is represented by only one pixel in the image. This UV map can then be used as coordinates in the noise texture used to determine whether each 'window' is illuminated.
There are two ways of achieving this :

Using a script

Paste the following script into a Text Editor window :
# Run this script to generate a UV map and Image with 1 pixel per face so each face has a single colour.

import bpy
import bmesh
import math

# Get selected/active object
obj = bpy.context.object
obj.update_from_editmode()
bpy.ops.object.mode_set(mode='EDIT')
bm = bmesh.from_edit_mesh(obj.data)

# Get count of faces
num_faces = len(bm.faces)

# Create UV map
obj.data.uv_textures.new("facepixels_"+str(num_faces))
uv_layer = bm.loops.layers.uv[0]
bm.faces.layers.tex.verify()

# Process each face and position each loop vertex around the centre point
faceidx = -1
for f in bm.faces:
    faceidx = faceidx + 1
    loopidx = -1
    numverts = len(f.loops)
    for l in f.loops:
        loopidx = loopidx + 1
        luv = l[uv_layer]
        luv.uv[0] = float(faceidx)
        luv.uv[1] = 0.5

Select your 'windows' object (with one face per window) and click 'Run Script'. This will generate a new UV map with 1 pixel per face.

Manually

Unwrap the 'windows' mesh using 'Lightmap pack'.

Then in the UV Editor select all the faces, ensure 'Individual Origins' transformation mode is set and scale to zero (Select all (A) then scale to zero with S0Enter). This should produce the following result :

Note how each face has become a single point in the UV.
You can now use the UV Map (whether created manually or via the above unwrapping method) in the following material :

The Add and Multiply adjust the 'Random' object info value to adjust the noise for each separate mesh (building) - you can adjust those to get different random patterns. Adjust the Greater Than node to affect the threshold for which windows are illuminated for more/fewer lights.

Thank you very much! I had spent ages trying to accomplish this and couldn't find the answer anywhere.
That being said, this only works if the windows are predictably spaced. I'm still wondering if it'd be possible to obtain a separate random number seed for each individual face within an object.

No worries - glad to help. Actually, there is another way - where you could use a UV map with one face per window, with each face shrunken down to a single pixel so the whole face gets a uniform color. See https://blender.stackexchange.com/a/80299/29586. I’ll try and expand on this a bit when I get the chance.

@JeremyBernier I've updated the answer with a method that uses UV unwrapped faces to allow for any arrangement of windows.

You can go much farther than merely making randomly colored squares on the outside of the building -- with OSL, you can make those squares  have the appearance of interior rooms (with parallax), and this basic technique is used all the time in movie VFX.
Code and description of a shader that implements this kind of technique can be found here (the link is for 3DSMax, but it's just an OSL shader that I'm sure can also be used for Blender/Cycles):
http://julius-ihle.de/?p=2451
https://github.com/ADN-DevTech/3dsMax-OSL-Shaders/tree/master/OSL/ADN-User%20Submitted/JuliusIhle

That’s very nice - although using OSL will mean it’s not GPU compatible.  I reckon similar could be achieved with nodes - similar to https://blender.stackexchange.com/a/84618/29586 ...


text:
How to setup your system python for use with Blender
I found lots of material on how to make Blender use the system version of python. Essentially: delete the python folder of the install, and Blender looks for a system version, where on some systems you need to supply the path yourself as:
PYTHONPATH=/usr/lib/python3.7 ./blender --python-use-system-env

Official information from Blender docs found here.
What I cannot find is how to set up the system python to correspond perfectly with that of a given Blender version. Prefferably, I would like to do this with virtualenv.
The workflow I am interested in woud look something like this:

make a virtualenv that corresponds exactly to that of the Blender bundled python + dependencies/modules.
make Blender use this system python, of this virtualenv (if I have to issue a command like workon Blender2_91_2 before I start Blender, thats ok)
modify my virtualenv as need arise. Any change I make, I know i am likely to break things, which hopefully would be only other addons, which will be ok (its all only a virtualenv that I can play around with, since i know the proper bundled one)

Renaming bundled python to say _python is a more reversible option. (It can then be used as version to create venv.I

@batFINGER, I tried renaming, and then calling the python binary from the bundled as '_python/bin/python3.7m -m venv python'. This created just a venv based on my system default python (3.6.9). I would just like to have a requirements.txt file, which is what I would create if I could activate the version that is bundled. However, it does not come with an activate script nor a requirements.txt. I also tried looking in the Blender main repo, but whatever tools are used to create the specific python version seems to be hidden out of my sight (just found cmake stuff for using system python)

@batFINGER, Its a little difficult to understand you previous remark, but thanks for the help :). When I try to use my system based python (for both 3.6.9 and 3.7.9 by starting from venv) I get the same error: no module encodings. When I try to use the venv that I derived from the Blender bundled python, same error: no module encodings. I see this module inside of the bundled Python, but not in site-packages. I could copy-paste it, but that would go against what I want to achieve.

I went ahead and built Blender from the code using the "install_deps.sh" script (instead of the svn approach). The python folder does appear after completion but trying to decode the script, I ended up once more hitting into cmake: "build_files/build_environment/cmake/python.cmake". Decoding cmake is a painful, and commonly fruitless experience. I also grepped through the entire repo for any mention of the module "encodings", and found nothing.

Edit.. If having encodings hassles try virtualenv
After installing python 3.77 to /usr/local/ from a tarball, thought I would  create a new python venv for blender.  Using /usr/local/bin/python3.7 -m venv foo --copies I ran into the no module named encodings error, and found no way to alleviate the situation.
Thought I'd give the somewhat deprecated virtualenv a try, and bingo, blender ran straight up.
/usr/bin/virtualenv -p /usr/local/bin/python3.7 --always-copy foo

creating a copy of the python to venv and from it blender runs without any extra steps required.

A way for Ubuntu
Having horrible issues building blender currently, so have gone thru the motions of setting up virtual environments for freshly downloaded 2.91.2 and 2.92.0
Have both in vers folder
Note commands shown below are <prompt> $ <command>
shitbox:~/blender/vers$ ls
blender-2.91.2-linux64  blender-2.92.0rc-linux64

renamed the python folder in both from python to _python
shitbox:~/blender/vers/blender-2.92.0rc-linux64/2.92$ mv python _python

Now set up a virtual environment named "bar" and changed into that directory
shitbox:~/blender$ ~/blender/vers/blender-2.92.0rc-linux64/2.92/_python/bin/python3.7m -m venv bar --copies
shitbox:~/blender$ cd bar

next have made link copies of blender's distribution python lib to venv lib
shitbox:~/blender/bar$ cp -as /home/batfinger/blender/vers/blender-2.92.0rc-linux64/2.92/_python/lib .

Created  symlink to blender into the venv's bin.
shitbox:~/blender/bar$ ln -s  /home/batfinger/blender/vers/blender-2.92.0rc-linux64/blender bin/blender

activate the venv
shitbox:~/blender/bar$ source bin/activate

and start blender telling it to use this venv
shitbox:~/blender/bar$ BLENDER_SYSTEM_PYTHON="$VIRTUAL_ENV" blender

The environment variable can be set in the activate script in your venv's bin folder, however on Ubuntu I am using direnv which automagically activates the environment when entering the folder using an .envrc file. So I have stuck it in there
export EDITOR=nvim
source $(pwd)/bin/activate
export BLENDER_SYSTEM_PYTHON="$VIRTUAL_ENV"

echo "Blender 2.92"

and similarly for 2.91 in "foo"
(foo) shitbox:~/blender/foo$ blender
Read prefs: /home/batfinger/.config/blender/2.91/config/userpref.blend
found bundled python: /home/batfinger/blender/foo

Can install in the venv with pip
pip install matplotlib

and bingo in blender
>>> import sys

>>> sys.executable
'/home/batfinger/blender/foo/bin/python3.7m'

>>> import matplotlib
>>> matplotlib
<module 'matplotlib' from '/home/batfinger/blender/foo/lib/python3.7/site-packages/matplotlib/__init__.py'>

Notes.
Above is demonstrating how to use the python that ships with blender to make a venv. Would be very inclined to download and build the matching version Python3.7.7 and use this as the basis for a venv. (It's my experience that python builds pretty well hassle free)
It's been a while since I downloaded an official build of blender and was a little surprised to see both versions above using python 3.7.7. (Have been building against 3.8.2 since blender 2.7, last run of install_deps.sh to build was using 3.9.1 .. miss not building with the "latest" .. don't miss when it doesn't work)
Since both venvs use same python version it feels a little overkill to install scipy, matplotlib, pynvim, plumbum and other 3rd party modules I use alot for each venv.
In the past any module  I wish to have available for all instances I have used
pip install pynvim --user

which is unavailable in venvs as setup above, unless python --system-site-packages was used creating venv, or in hindsight edit pyvenv.cfg to have include-system-site-packages = true
or add a   path to python path in .envrc with
export PYTHONPATH="$HOME/.local/lib/python3.7/site-packages"

will make that path available to python in your venv, but not in blender..
A quick way around this is make a script to add paths to blender
addpaths.py
import sys
sys.path.append("/home/batfinger/.local/lib/python3.7/site-packages")

and start blender with
blender -P addpaths.py

TODO write a script to automate the above.

Aaaaaargh! 'Thank' you.  This is the sort of stuff that drives me nuts, and means days of almost-random hunting around, and unwanted learning of sysadmin, before I can get to any coding at all. I've been trying for weeks, on and off, now, to get a library compiled  against a more recent Python to be callable from Blender. I guess I should ask a Q of my own, but hard to know what's out of bounds.

Thanks Mr Betts,  Still needs some testing and fixin' Building blender from source is a sanity test for me. Stopped daily / weekly building a few months back, tried yesterday .to see some new goodies.. back in nappies.  Getting pre-built blender is no issue, bpy as a python module is.

@batFINGER, cant wait to get to try this out! Thank you! Unfortunately, cant get at it until I am feeling better from this cold, surely will accept the answer. Its beautiful :)

Success! And only by the help of this post. However, it is not self contained as an answer. Quite some tweaking required. Since Matplotlib is one of the first things I wanted working, there was quite a few things extra to be done, including: building pyton3.7.10, instead of 3.7.7, installing lots of extra dependencies, modifying matplot lib default backend. If I have time and energy, I will make a first version of that script mentioned above. Linking it here, even though its not finished would be enough to accept the answer. Until then, I wish I could upvote it more :)

Integrating Blender with venv
I saw that @batFINGER couldn't figure out how to get blender working with a venv environment but I was using a pyenv/poetry-created environment and didn't want to move to semi-deprecated tools. The standard solution of using
# or =.venv, etc
BLENDER_SYSTEM_PYTHON="$VIRTUAL_ENV" blender --python-use-system-env

Causes errors that look like
Internal error initializing Python!
Fatal Python error: init_fs_encoding: failed to get the Python codec of the filesystem encoding
Python runtime state: core initialized
ModuleNotFoundError: No module named 'encodings'

While I'm not sure the source of why this happens, I think it's because Blender is trying to treat the python as a system install of python, while the venv seems to produce slightly different installations, usually without system libs and relying on a longer PYTHONPATH. Blender isn't naturally inheriting the PYTHONPATH of the currently activated virtual environment and fails to find system

Solution
Manually ask your currently activated Python for its PATH and pass it as an environment variable to Blender. You can usually get the path using import sys; print(sys.path) which prints the list but you can all chuck it into a bash expansion with the -c argument for python.
BLENDER_SYSTEM_PYTHON="$VIRTUAL_ENV" \
PYTHONPATH="$(python -c "import sys; print(\":\".join(sys.path))")" \
blender --python-use-system-env

This lets me use the Python venv that was created by poetry without any errors.

There are few methods but I would prefer just inserting the path where our libraries are located or the path to Python interpreter to the sys.path list in python. For example, we could create a virtual environment and initialize it:
python3 -m venv venv
source venv/bin/activate
pip install matplotlib

Then in our python script we add the following lines before importing the needed libraries:
import sys
# Insert the path at the beginning of the list so it look for the needed
# libs in our venv first.
sys.path.insert(0, "<path_to_venv>/lib/<pythonx.xx>/site-packages/")
# Import installed libs.
import matplotlib

That way we won't break anything by deleting files and doing weird stuff.

this works perfectly.


text:
Is it possible to add noise around(edge perimeter) a low poly object after adding texture?
Still grasping at nodes and its possibilities, but is possible to add noise around(edge perimeter) to a low poly object after adding texture?
I've managed to add texture for the surface, but the edges of object is still smooth and flat.
Should I go back and add and tweak geometry/subdivide to the model for desired edge roughness?
(BTW subdivision modifier is yet to be applied- if that has any significance)

In the material setting enable Displacement and Bump to start affecting the underlying mesh.  Higher subdivision means more vertices to work with.  Adaptive Subdivision is something to look into.

Be aware, last time I used Ambient Occlusion to drive Displacement in any way, I was having some funky dependency issues.  Seems pretty finicky to me.
You also have your scale set to 10, so the initial results may be hilarious, and need scaled down.

I saw immediate differences after the option was toggled for both displacement and map. I also opt of the ambient occlusion until I learn nodes better. This forum is priceless- but thats not to say I wont continue to educate myself before running here with every problem =). Thanks for your time and lesson learned.


text:
Export glTF 2.0 from Python Problems
This is my first question posted. I have been working on trying to export my blend scene (all objects, only 5 low poly objects) to a glb or gltf file using python script. I have tried the bpy.ops.export_scene.gltf()  function but it kicks out an error from the init.py line 73 & 76 that the exporter is calling.
Everything I can find (not much) says its looking for a UI to launch the exporter. I am able to export via the UI without issue, so the problem is in the code, I think. Does anyone have a working glTF code for Blender 2.91? Are any other versions working? Is there another add-on that has a working function?
your assistance is appreciated, thank you!

Probably https://developer.blender.org/T83188. It only affects 2.91. Try upgrading to 2.93.


text:
SWC Mesher Add-on not showing up in Add-ons
I am desperately trying to install one add-on in Blender, however, it will just not show up in the list of Add-ons. Tee Add-on can be obtained here: https://github.com/mcellteam/swc_mesher/tree/master/files/description
So far, I tested Blender versions 2.93, 2.8, 2.78a and 2.79. I installed the app (zip file) using the "install an add-on" button in preferences/add-on or manually (by putting the unpacked folder in the scripts/addons folder (both in the "program files/Blender...." and users/roaming/App Data/Blender...). Can anyone get this add-on to work?
Thanks in advance for any help
Sander

What error messages are you getting from the attempt?

There is no error at all. Installing it via the "addons tap" works properly (no error message), however, it is just not in the list so that I can make my little checkbox...


text:
Soft bodies going through each other?
I'm making a simulation in blender where a lot of objects fall in a plane and they work fine, it's just that when I join them and I check the "Soft body Self Collision" option some of them bounce but some of them go through each other as if nothing was changed. I have to say, though, that some of the ones that do this are copies of themselves. Maybe that affects.
Anyways, I'll send the .blend file. The one I'm sending has no collision between soft bodies.The file.
Thanks for reading!

Turn on Collision for each of the softbody object so they interact with each other.

Thank you! I can't believe it was so simple it flew above me. That was very helpful, Mike! Thanks!

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


text:
What does this mean when I try to parent armatures together?
blender amateur here trying to rig a character. I have already created the skeleton for the character, but when I try to parent parts of the armature together so they can move as one, an error pops up. I've tried switching modes, creating new armatures, etc etc. and I'm not sure what to do! Any help is appreciated.

How are you parenting parts of the armature? Are you in bone edit mode? Are you  trying parent one bone to another?

I have tried in edit mode, doing what Nathan said, but this message inevitably pops up. I am trying to parent the bones of the arm and clavicle to the spine.

It looks as of you are using 2 different armatures. Try merging them with Ctrl J.

You can't edit parents in pose mode.  You need to be in edit mode.
Select your armature and change to edit mode.  Select the bone you wish parented, then shift select the bone you want to parent it to, and hit ctrl-p.  You can choose between connected and keep offset.
You can change the connected property via the properties window, bu you rarely need to.  If you make a bone connected, it will change the location of the head of that bone to the tail of its parent.

Hi, I've switched to edit mode and object mode and the same error message pops up.

Maybe I misunderstood what you're trying to do.  Are you trying to connect two different armatures?  You can parent them-- select future child, shift select future parent bone in pose mode, ctrl-p parent bone relative-- but you can't connect them.  You probably don't need them connected, but if you feel that you do, you can connect them by first joining the armatures: select one armature, shift select the other, ctrl-j in object mode.

I'm trying to parent them - if I move the skeleton, I want the arms and clavicle to move with/be affected by it in order to make an animation.

What you probably want to do is join the armatures, and then parent the clavicle appropriately, bioth as described above.


text:
How do I add weights to a mesh (to be used for a particle system) corresponding to an image?
It is difficult to recreate weights that exactly look like the image I have.

This picture shows what I currently have. I want to add a particle system using weights.

The black values should correspond to red while the white values to blue.
I'm a beginner to Blender, so don't go about showing advanced stuff without adequate explanations.
Any ideas as to how I could go about doing this?

have you subdivided your mesh enough?

I can, but I can't exactly recreate the picture. That's the problem.


text:
How do I add particles around objects
In this picture, I modelled a very (bad) gravestone. What I want is described below. Would really appreciate it if you could explain it simply. I'm new to blender. Also, is there an addon for it?

I want weeds only around the stone slab not inside it (which happens if I use vertex groups

This is the best reference image I could find that resembles what I want. Notice how the grass clumps around the roadsign.

Sometimes getting out of a box is the easiest solution. I would create new object to emit those particles ;)


text:
Can’t render animation also if frame range is ok
I’m trying to render an animation but Blender exports just the 1st frame. Why?
My frame range is 1/200
And I also choose the output folder and the format I tied with different ones none of them seems working.
Also the compositing nodetree seems ok.
Its my first time using Blender.
Blender File https://drive.google.com/file/d/11G615FLZm5JV06vt-saAD9GfPTFzucJT/view?usp=share_link

In your Output Properties under Frame Range (which is 0/200 by the way, not 1/200 as stated in the question) you have set the Step to 0 (which the slider would not even allow, so you seem to have set it intentionally - why?). That Step is how much frames Blender will move forward after rendering a frame. 0 frames forward means it will always stay on the first frame, because Start + 0 = Start. Set it to the default 1 (or higher if you want to skip frames for a quick overview render).


text:
Rendering Issue
I'm trying to create a scene, tracking is doing, its going perfect in scene, but when I am rendering object is coming misplaced.
How to fix this?

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


text:
Not able to control object with rig. "Blender bone heat weighting: failed to find solution for one or more bones"
(EDIT 1! A: Is it possible to add the rig without adjusting the human meta rig at all? I mean, for me it fails just doing that.
B: One post referred to the rig as "Rigify's animation rig". Is that the one I'm using by selecting Add/Armature/Human (Meta-rig) when I have loaded the "Rigging Rigify" in preferences?)
Probably this is a very simple problem to solve, however, I have been working on it for days now. I'm not a regular Blender user - coming from Rhino - so just recalling the basic interface is a challenge on its own. I'm a bit sleep-deprived, so forgive me if I'm rambling.
I want to add the Human (Meta-rig) to use it to create a Rig to control (basically) the hands of my object. But it always delivers this message: "Blender bone heat weighting: failed to find solution for one or more bones". The rig is just not responding in any mode. Well, I can rotate/move it with the gumball, but that's it.
Steps:

Object Mode
import object
Object Mode
with selected object
add/armature/human (meta-rig)
Edit Mode
adjust metarig
Any? Mode (it's possible to do it in any mode. I dont know which one is correct.
data/object data properties
click rig
(ending up in Oject Mode after creating rig)
deselect rig
select object first
then select rig
right click - parent/with automatic weights
Fail

Log from "System Console":
------------------------------------
Read prefs: "C:\Users\Jan\AppData\Roaming\Blender Foundation\Blender\4.0\config\userpref.blend"
Reloading external rigs...
Reloading external metarigs...
Info: Deleted 1 object(s)

Loaded image from: 'G:\Peter Herrhagsg├Ñrden i Falun 231017\3D\A-49-0-B001.jpg'
OBJ import of 'Man med handtransplant 240114-2 boolean-240123-1 meshfelfix RH x 0.002.obj' took 623.9 ms
Fetch rig.
Clear rig animation data.
Create widgets collection: 0.002
Duplicate rig: 0.012
Instantiate rigs: 0.002
Initialize rigs: 0.001
Prepare bones: 0.002
Generate bones: 4.119
Parent bones: 0.025
Configure bones: 0.019
Preapply bones: 0.009
Apply bones: 0.003
Rig bones: 0.033
Generate widgets: 0.029
Assign layers: 0.029
Finalize: 0.032
The rest: 0.028
Info: Successfully generated: "rig"

Warning: Bone Heat Weighting: failed to find solution for one or more bones
 -----------------------------------------

Mistakes adjusted along the way, trying to find the problem: the object is downscaled in Rhino to be able to import in the correct size in Blender to avoid scale issues; faults in mesh fixed before import etc.
I have started over with a fresh document, in v 4.0 and v 3.5. The same result.
Changed object. In the end, I just followed the steps above, not even bothering to adjust the metarig. Then, the Blender rig didn't even like the untouched metarig.
First I was under the impression that the object had to be parented to the metarig (or vice versa, selecting metarig last). But after reading about it in the forum, that didn't seem to be the case, so I skipped that. I've read so many posts and watched so many YouTube clips about the subject, but failed to get it right. I'm really at a loss now. You find a screenshot of the final stage with the object properties of the rig.

Any ideas? Clearing preferences maybe? How?

Thanks! I'll dive into it. There seem to be many threads to pull there.

https://blender.stackexchange.com/questions/15964/heat-weighting-failed-to-find-solution-for-one-or-more-bones?rq=1 probably has better info in it-- less specific to any particular model, more attention from users/Google.  There are a billion of these threads.

Hi. The mesh is causing the problem, not the metarig. There may be faces that intersect, overlap, or are too close together. This makes the automatic calculation of the weights fail. Then the rig will work only partly or not at all. Check the lips, eyelids, between the fingers, toes, armpits, and the crotch/butt area. Or use the add-on 3D-Print Toolbox that comes with Blender. One thing you can try is to scale up the mesh and the metarig by a factor of 10. Then try to parent the mesh to the generated rig. If this works, you can scale down the rig again & apply the scale (Object mode, Ctrl+A)

About your bonus questions: A) the metarig is like a template that you have to adapt to your model. It is only used to define the layout of the bones so that Rigify can generate the actual rig that fits your model. B) The generated rig with the default name rig is used for the animation, hence the "animation rig". Users who are new to Rigify sometimes try to bind and use the metarig for the animation. However, it is not intended to be used in this way.

Thanks for all the feedback.

Blunder, you're right. The head had like a bubble gum inverted in the mouth, among other faults with the mesh. After clearing that up it's working as it is supposed to. I thought I would go mad. The solution was surely just around the corner, for days. :-))) Thanks!


text:
How to bundle 3D meshes and assets with an addon
I am thinking about adding 3D objects to my addon, and implementing an "add object" interface that allows a few simple, limited geometrical transformations (like scale width and height).
I wonder what is the preferred way of doing this? I assume I could bundle the zip file of the deployed addon with  anything from obj, ply files, or even use an assets blend file to append the assets. I could even push the vertices and faces info into a json file and load it myself (implementing an operator that reads and creates objects from json).
All of the above options come with development time and performance impacts. I wonder what way I should go, to make the addon simple to implement (and maintain code-wise) and giving good performance (as I might go for very complex models)

Asset Browser panel now exists in Blender. It would probably be logical to use Blender's existing functionality related to assets. Anyway, the best way to save objects for use in Blender is without question in Blender's native format.

In future, I would recommend using the Asset Browser, but Blender's current Python API for the Asset Browser is not ready for general use.
In the meantime, I would recommend keeping the objects in a Blend file and using the library interface to read objects, materials, or other artifacts from that blend file.
A simple example using this is explained here


text:
How to make asset look more "3d" (sail of a sailboat)
I am working on creating this scene using Blender

I would like to make the white sail of the sailboat look 3d, as it looks a little flat right now, especially the top part of the sailboat, where there is no light reflected. I'd appreciate any suggestions on how to do that. Currently, I am just using a white base-color principle BSDF with a glossy shader. I was thinking of possibly using cloth simulation, but I am new to Blender and I'm really intimidated by it (although I will use it if that's the best thing to do). Thank you in advance for your insight!

You can use one of these 2 solutions:
The Sculpt solution:

Create your sail, curve it a bit:

In Sculpt mode, select the Mask brush (don't use a Subdivision Surface modifier for the moment if you want the mask to be visible), paint the 3 corners:

Select the Cloth Filter brush, keep the Type > Gravity, paint until you get this kind of result:

The Cloth solution:

Create your sail, select vertices on the 3 corners and make it a vertex group, give the object a Cloth physics with the group as Pin Group, give it a constraint > Copy Scale, here on the X axis and with the edge as Target:

Create an edge under the sail, create a Force Field > Wind with a Strength of, for example, 3000:

Play the animation, the wind will blow on the surface, scale down the edge so that it folds a bit the sail, scroll in the Timeline, when you're good, apply the Cloth modifier:

To give a material more depth, a 3d look, often it's enough to use the slots of the Principled BSDF, namely Base Color, Roughness, and Normal.
A very basic setup is to mix the Ambient Occlusion node and some noise for these slots. Play around with the scale value of the Noise Texture and Color Ramp values, and the mix factor. Something like this:

Result:

If you want to have a more organic/wax-like/milky-transparent look try the Subsurface Scattering value. A low value like 0.05 is a good choice (for models in real-world sizes).
The light setup also has a very big impact on the look of materials. Try an (outdoor) HDR image for the world color (How to hide hdri background?). It will add reflections to materials (like in the material preview mode, image above).
If you're using the Eevee render you still need to add some lights to your scene to have objects cast shadows on other objects. It's not necessary for Cycles. Also, make sure your models have real-world scales because a 100 m big sailboat will look different than a 10 cm sailboat in the same light setup.
The Cloth simulation (or Cloth brush in the Sculpt mode which does a local mini simulation) is good to add wrinkles to fabric materials. (moonboots just added an answer for this)
Last but not least, a Solidify modifier can add some depth. It comes out better on fabric in close-ups than in long shots.


text:
How to combine 2 planes together into 1 object
I'm new to blender and I'm running into an issue that's keeping me stuck for the past hour or so. I created 2 objects, a plane that I distorted and a circle, and I want to combine them into one object. I tried pressing i to inset, but that didn't work.
Here's what I have right now:

and here is a side view:

This the the goal I'm trying to get (from a tutorial video, where the circle and plane are attached together):

I'd appreciate any help on what I can do achieve this effect. Thanks so much!

Does this answer your question? How do I make multiple Blender objects into one?

Also, How do I join several objects into one?

Thank you so much for your response! I looked at these 2 answers, but unfortunately I get an error: "no mesh data to join" when I do control-J

What does it mean "combine them into one object"? To join objects in Object mode left click an object, then Shift+left click another one (in this case, triangle and circle), then Ctrl+J.

Thanks for your response! Ah you're right, I got confused with the terms. It looks like the triangle and the circle are technically the same object (a plane), because when I look under my scene collection, I only see one object. I am just trying to put these 2 components (the triangle and circle) together so they move as one piece

if they are 2 objects and you want to make one, select them both and press Ctrl J, if you want them to be on the same plan, press S Y 0, and if you want to make one unique mesh you'll need to join the vertices


text:
How to rotate direction of empty plain axes
I'm trying to follow this tutorial to make a lighthouse: https://www.youtube.com/watch?v=mlqvf0cPk9c&t=487s
I am stuck on a part where I have created a support geometry (the curvy triangle in the screenshot), and want to duplicate the support to go around the lighthouse geometry I created. In the tutorial, it says to center the origin to the middle of the lighthouse, and then use an empty plain axes and array modifier to duplicate the support. The video also says to rotate & scale the railing object. I did all these things, but I believe something went wrong along the way because after increasing the count on my array modifier, nothing happened.
My hunch is that my plain axes is not oriented properly. In the screenshot below, you'll see that the plain axes is centered around the origin I set, but it rotates vertically instead of horizontally (along the lighthouse's platform). I'd appreciate any leads on how to fix this. Thanks so much!

You're on the right thought path :) Try creating your empty again but ensure you have the "align" property set to "World" then when you rotate it to manipulate the array, make sure you rotate around the Z axis only.

https://blender.stackexchange.com/questions/6023/how-to-make-a-circular-array-using-offset-object-as-center


text:
Positioning 1000 roses in Blender
I need to put 1000 roses on a 3D heart. See the images. I can make a heart and a rose and link duplicate it. But don't want to position each rose by hand. Is there a smarter way to do this? What procedure would you recommend?  Thank you.

Hello, have you tried a particle system?

or Geometry nodes. The intersection of the roses might be a problem

Geometry nodes was/is new to me. It looks that it will do the trick. Thanks a lot!


text:
Rigging or Texture Painting, Which one should be made first? (Regarding Vertex Groups)
there are many information about this subject but I couldn't find the specific answer to my question.
so, my goal is to use my model in UE4,
and as you know, in Blender, both for rigging and texture painting (outside of blender, in this case) you have to create vertex groups and assign them to required parts of the mesh; for rigging, one vertex group for the trigger, one for the hammer, etc. And for texture painting, there is no need for 2 separate vertex groups for trigger and hammer since both of those are metals.
Let's say, I exported the model to a painter software and came back into Blender; is it ok for me to delete previous vertex groups and create new ones for rigging?
I hope I made myself clear and thank you for reading.

It's a matter of opinion (meaning, not an ideal question for SE.)  There are reasons to prefer one or the other, and you can iterate: texture a little bit, rig a bit, texture a bit.  VGs are not typically involved in any texturing tasks; you certainly do not need to create+assign for texture painting.

@Nathan I am making texture painting in Quixel Mixer and in it,  in order to assign different materials to different parts of the gun, I am separating those parts in Blender with vertex groups. I don't know if there is any other way to do this.


text:
How can I append Geometry Node objects from the asset browser without spilling submeshes everywhere?
When appending geometry nodes objects into a different file using the Asset Browser, it places the original objects in addition to the geonode object, if the node network point instances another model. I've demonstrated this below (the gears could be any mesh object, like a monkey head).
Here's the original nodegraph setup.

And the result of appending it into a new file. Notice the superfluous gear mesh to the right.

Is there a way to avoid this behavior from the asset browser, and have it only place the geometry node object, similar to how instanced collections are appended?

I think the only solution is to plug a new input from the group input node and set the field in the modifier panel of each object. Also I'd make sure the object isnt set as default in the group input options. Didn't test it though

If you are only interested in the geometry node group, you can use the Node Presets addon. Instead of using the asset browser, you simply use a blend file that contains all your node groups. However, this doesn't quite work at the moment, so see the following entry: https://blender.stackexchange.com/a/260854/145249

If your question has been solved, please be so kind and mark the answer that contributed to the solution as "Accepted answer" so that this question will not continue to be displayed as unsolved. Thank you! Here you can find more information: What should I do if someone answers my question?. If you still haven't gotten a solution to your question, please be kind enough to address it.

In the Asset Browser often used objects can be saved together with their attached modifiers. This is good if you want to reuse various meshes.
However, if it is only about Geometry Nodes, which are finally a modifier of an object, then the Asset Browser is not suitable, because with an asset there is always a geometry/object involved.
Exactly for this there is the Blender integrated addon Node Presets.
This addon, which has been working stably since version 3.2, allows you to access your node groups without having to use geometry.
If you use a lower version, you would have to take a detour using this alternative: Node Presets Extended

Here you can read more about the topic:
How can I use custom node groups as node templates/presets?


text:
Properly controlling texture mapping
I'm sure an unbelievably dumb question; I think I just don't know the correct search term...
I've applied a simple square checker pattern to an object.
How do I prevent the checker pattern from distorting; at present it stretches according to the proportions of the surfaces, when it should be uniform all over?

First thing, you have a scale of 0.4/1/0.45, so apply the scale with CtrlA. If it is still distorted, as you are using the UV output of the Texture Coordinate, select your whole mesh in Edit mode and take a look into your UV Editor, your UVs are probably not proportional and you need to redo it properly.

Thanks - that's a great improvement, although I still don't feel like I'm even remotely in control of this thing!

did it fix your problem? If not, please share your file: https://pasteall.org/blend/


text:
More than half of my meshes are invisible since the upgrade, and I can't bring them into view
I recently updated the blender, and while I like the new look, many of the elements I have come to know and rely on have been vastly altered or re-arranged. That's okay, I'm relearning, but almost all of my client work is hidden, invisible, IDK. As you can see the visibility is set to eye open. When I copy and paste the element it displays correctly, which is one workaround, but my file is literally thousands of meshes it would be very challenging to recopy and repaste every image.

Could be disabled in viewport. Have a look at the filter menu/button on top right of the outliner.

Sometimes you need to think of the Eye Open as just an indicator of crazed shock in Blender.  Please also investigate the View Object Types options with the eye icon  in the 3D View.  Some of these can make invisible whole classes of objects.  You can also display more info in the outliner by changing its options with the menu with the funnel icon Filter Restrictions.  These clearly operate on each individual object.  I had a problem with lattice details recently.  Copy and Paste is not reasonable at all.


text:
Fluid sim not colliding with effector
Okay, a pretty simple problem, you can see the fluid sim is passing through my effector. How do I fix that?
So far I've tried flipping the normals, adding and applying a solidify modifier, and decimating the mesh (I read that high polygon density can affect collision). Granted, I could re-topologize the mesh but I'd rather avoid it.

I was having the same problem a few weeks back and after a bit of research concluded that fluid sim in blender/mantaflow is very buggy. Sometimes collision works, sometimes it doesn't. I ended up buying the add-on FLIP Fluids and that seems to work a lot better. Note: I am not affiliated with FLIP Fluids.

Huh, okay, I'll do a little digging on that one and find out if it works.

https://blender.stackexchange.com/questions/248062/blender-rig-gen-error-how-can-i-fix

The Collision Effector surface thickness has to be at least 0.5 Thickness, which I have reported as a bug. And I have no idea why the default Sampling Substeps is '0', when I find that is often insufficient.

I guess the default is 0 simply because it needs less resources than a higher value. And as you said, this is often insufficient, not always. Like many other things fluid simulations are not kind of thing where you get perfect results by keeping the deafult values. I mean, the domain resolution has a default value of 32 - but I never produced anything good with that value. In my opinion it's not even suitable for test bakes since just increasing it to 64 already makes such a big difference... that test bake would give you no real idea what your end result would look like.

Still a bug on 4.2


text:
Why is texture paint showing a different UV map
For some reason my UV map is different between UV editing and texture painting. I'm gonna try unwrapping again to see if that fixes it, but maybe there's some checkbox somewhere I'm missing.
Pictured here is what I see in texture paint mode.

And this is what I see in the UV editing panel.

Huh, I'll do a little digging. I also found a similar question that was asked on here over a year ago that discussed how modifiers affect what appears in the texture paint panel. I turned the modifiers (bevel and sub-d) off and it looks like that mostly fixed my issue.
Still not sure why it would be affected in this way though, and I'd like to have an adequate explanation before I post an answer.

Good investigation.

It may need to be unwrapped again (Make sure the whole mesh is selected in edit mode) & the modifiers might need to be applied before proceding to paint

UVs are for mapping images onto the geometry statically. paint mode links paint tools to the viewport and the created UV dynamically.

Select all vertices in edit mode then switch back to paint mode

This came down to a problem between UV unwrapping and my modifier stack. All modifiers need to be applied before unwrapping, otherwise there will be glitches in the UV.
In the question above, I had a sub-d and bevel modifier being applied dynamically, and this lead to inconsistencies in the UV map. By applying both and unwrapping a second time my UV islands began to appear in texture paint.


text:
Can I change the wattage of a light in nodes?
I recently found out that you can change the temperature of a bulb using a black body node, but it would be super helpful to be able to set the bulbs strength in nodes too. Is this a feature in Blender?

Like the emission node has a color field, it also have a strenght field that's using the default units (they depend on the light type). What exactly are you looking for?

By default you get an emission node and a light output node. So far as I know the emission strength is sperate from the bulb's power displayed in the properties panel. I guess what I'm looking for is a more node based workflow for lighting.

What I'm looking for is a node that can change the strength of the light. a way to copy strength values between lights faster would be preferable too.

The emission strength is a multiplier to the power in watts.
Example:

So, in theory we can change this:

into this:

and it appears to work perfectly.


text:
What's causing this pitting
I applied a noise texture for some displacement on my cupcake, and now I'm getting weird artefacts. I, however, can't tell if this is due to my atrocious modeling skills or something in the nodes. It could be due to the way I unwrapped the model too though.
Secondary question: what's the semantic difference between model and mesh?

I know there's something going wrong in here.

Ahhhhh, I see. Correct me if I'm wrong, but I'm assuming it's because I misunderstood the difference between a normal map and a displacement map. The two are interpreted differently based on their respective color space?

Based, that makes a lot of sense. Thank you.

The correct way to connect a procedural or B&W texture using a Displacement node is like this (no need for the Normal Map node - that is reserved for data from a "proper" normal map such as the purplish looking bitmap images I've sure you've seen):

However, if you are using EEVEE, or are only looking to generate the look of displacement (without needing a heavily subdivided mesh), you will probably find it works just as well to connect the texture through a Bump Node, and using it's output as Normal data:

To answer your second question - there is really no difference between a mesh and a model (two ways of describing the same thing), however some people might use the word model to imply a fully finished product (not just a mesh, but a textured mesh, or a mesh rigged for animation, etc...)


text:
Defining rotation along curve with array/curve modifier
I want to make a floating road follow a path. To do so I have a small rectangular prism that is the width of the road, which I apply an array followed by a curve modifier. At the moment it looks like the image below:

For the composition, I need the road to be relatively flat along the curve, however I can seem to find a way to locally change the rotation of the road to follow a logical bank. Rotating the object just rotates the entire thing. I have tried the empty object offset method from other questions however it doesn't let the road follow the curve at all.

Select the curve and in the Object Data panel > Shape > Twist Method, choose Z-Up:


text:
How can I apply the **same** random value to multiple instances in geometry nodes?
.blend file:

I have a simple geometry node tree for adding wings to a butterfly body.
I would like to randomize the X & Y scales for the wings, however I need the same random value (X) and the same random value (Y) to be applied to each wing (so that they match).
Here is how the wings look without any randomization applied:

I have tried two approaches to randomize the scale of the wings:

Add a random value to the Scale vector input of the Instance on Points node (everything in red in the below screenshot):

This results in different random values being applied to each wing:

I also tried scaling the instances after realizing them, however this had the same effect:

Scaling the instances after realizing them does not appear to be an option as they will no longer scale from their origins.


text:
Geometry Nodes: Control over Sine wave used to Set Curve Radius
I would like to control the radius of a Curve using a Sine Wave, such that the diameter of the resulting mesh gets thicker and thinner along the length of the Curve.
I've managed to achieve this with the following node set up.
(Apologies for the multiple images as I don't know how to take a high-resolution screenshot that captures the entire node group.)
(.blend file also available here).

However, I would like to be able to introduce flat spaces between each 'wave' on the Curve, and control the width of each space.
Here is a very rough approximation of what I'm trying to achieve:

I did find this question and answer that seems close to what I'm trying to achieve (converting a Mesh Line to the waveform I'm trying to create), but I couldn't figure out how to apply the information in this post to my scenario.
I have been experimenting with introducing the Clamp, Maximum and Minimum nodes into the tree at different places, but haven't quite been able to get the effect I'm looking for.

I made it anyway...
blender file

Phenomenal sir - math like this is kinda like black magic to me, though your comment in the other answer does help a lot with my understanding. Much appreciated!

I wrote a function that is identical to your desired one:
https://www.desmos.com/calculator/1zc47tnig5
I didn't converted it to GeomNodes but you see the idea. A sign function of the sine multiplied with the sine itself, and this raised to 0.4.
With the "a" parameter (the slider) you can vary the distance of the hills (and their shape).

I'm a bit stupid when it comes to math but I think I should be able to figure this out. Once I do I'll accept your answer (Upvoted for now). Your equation looks really useful - thank you!

It seems to be a little geeky, but I try to explain, it is actually quite easy:
There is a sine wave in the sign() function. If sine is negative, sign() is -1, if positive, it is 1.
We must offset to +1, so it will vary from 0 to 2. Then divide by 2.
If we multiply this by the original sine function, it will cut the negative half.
The ^0.4 is shaping the sine wave so that its sides are more perpendicular to X axis.

It's 1am where I am. I may need to look at this tomorrow :) But I definitely will, and appreciate you taking the time to explain. I'm sure I'll be able to figure this out after some sleep!


text:
Geometry Nodes assign Named Attribute to specific points/curve handles
A have a resampled curve with 3 points (ID 0, 1, 2).
I would like to assign a custom named attribute only to the point with ID 2.
Specifically, I would like to add a Boolean with a True value for point 2, and a False value for points 0 & 1.
There does not appear to be a Selection input on the Store Named Attribute node to accomplish this:

As a result, my custom attribute ('Curve_tip') is applied to all 3 points in the Spline:

Does anyone know of a way to work-around this, or should I just wait for a future update including a Selection input for the Store Named Attribute node?
Thanks!

If you do it that way, it should work: https://i.sstatic.net/XpT9H.png If that doesn't fit, I would ask you to be more specific about what you want to do.

I've been looking at this for over an hour and it never occurred to me to just connect the two Boolean sockets together!
Pretty embarrassed. Many thanks for the quick response!

You are welcome!

You can solve it like this:

But if you want to capture the first or last point of a curve, the simplest solution is the node Endpoint Selection:

This selects the first or last point, or both, depending on the selection.
Additionally you can use Boolean Math to invert or otherwise process this selection.

Many thanks quellenform!


text:
Geometry Nodes - Move points from other Splines using proximity
I have a horizontal curve (red node in below image), which is instanced on a vertical curve (green node in below image).
The vertical curve has 3 points (ID 0, 1, 2) and the horizontal curve is instanced on point 1.

When I translate point 1 using the Set Position node, I would like to either:

Translate point 0 of the horizontal curve by the same amount

Or (even more ideally):

Translate the entire horizontal curve by the same amount

In effect, I would like to 'parent' the horizontal curve to the point on the vertical on which it was instanced.
Alternatively, when I translate a point on the vertical curve using the set position node, I would like to somehow 'grab' any points (from other curves) within a specific proximity (i.e. point 0 from the horizontal curve, which overlaps).
Please note, I am aware that I could use the set position node on the vertical curve before instancing the horizontal curve.
I am also aware that I could convert the curves (once joined) into a mesh, merge by distance, then convert back into a curve.
For reasons too complicated to explain, neither of these options are viable for the node setup I am working on.
I have no issue with realizing the horizontal curve instance (using the Realize Instances node), if required.
I hope I've explained the problem clearly. Any advice would be much appreciated!

Why don't you just use another Set Position node at the instanced horizontal curve, and use the same offset there as at point 1 of the vertical curve?

Hello again quellenform :) Good question. The reason is because I actually intend to instance the vertical curve many times on another 'master' curve, I also intend to have many instances of the horizontal curve on the vertical. I just tried to simplify for this example. The plan is to realize ALL instances (horizontal and vertical), then randomize the positions of all points to introduce some distortion. However, when introducing this 'distortion' I need the horizontal curves to remain connected to the vertical.

Just to clarify:  I am instancing many versions of the horizontal curves onto the vertical curve, and then instancing many versions of the vertical curve (with the horizontal curves attached) onto a master curve.
I am then realizing the instances in order to introduce variable distortion across all of the curves. I can obviously isolate the 'root' of the vertical curves using ID = 0 so that they do not appear to 'disconnect' from the master curve, but I have no way to keep the horizontal curves connected to the verticals.

OK, so far I understand this now, but I still can't quite picture it. Can you add a concrete example where you show this (blend file)? The way it sounds to me, it should be solvable by marking certain curves/points with Capture Attribute and a little selection logic, but that's just a guess now.

Certainly, I'll be happy to put something together. I'll try to get it uploaded this evening but I may need to step away shortly. Thanks!!

I hope this attached file helps to clarify. I'd be interested in any thoughts you might have :) .blend file

you wrote: "Or (even more ideally):
Translate the entire horizontal curve by the same amount
In effect, I would like to 'parent' the horizontal curve to the point on the vertical on which it was instanced." -> these are two different things. Parenting means, it would rotate as well with the parent object. What do you want now? Translating + rotation or just translation?

Either would be fine. I'm not rotating the points, I'm only translating them using Set Position, so in effect all I'm interested in is translation. If I can achieve that through some kind of parenting operation, that would be absolutely acceptable.


text:
How can I drive the value of a node in the geometry node tree of an instanced object?
.blend file:

I have a fairly simple Geometry nodes tree for adding wings to a butterfly mesh object.

The wings are added by instancing two different mesh objects on two points:

I can change the angle of the wings by changing a value input:

In a separate object, I am instancing copies of the butterfly object (with the wings Geometry nodes) on a point cloud:

I would like to know if there is any way that I can create a DIFFERENT Random Value for the Wing Angle in each instance of the butterfly object.
Something similar to the Random output of the Object Info/Particle Info nodes when working with material nodes, which produces a different random value between 0 and 1 for each object/particle.
I would like to generate a different random value for each instance of the butterfly (and use this random value to drive the 'Wing Angle').

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

really? you close a question with "maybe related"...? wow...

@Chris Yes, at first I thought it might be related, and when I looked into it more, I came to the conclusion that it is definitely the same question. Or was I mistaken? Do you disagree? ...I'm not entirely infallible either.

Thanks both. Having read the linked question I agree that it speaks to the same issue I am having. My situation is slightly different as my original 'instance' is not truly a procedurally-generated object, but the information has cleared things up for me enough that I should be able to figure things out from here. Cheers!

@SlickRed I'm glad the other answer was able to help you out! Sorry that I closed the question so quickly.

@quellenform: yes, i agree that it is the same question. I was just shocked about your formulation. You wrote "maybe" - with this i would expect that you don't close the question - only if you are sure. That's all.


text:
I can't split the viewport
So, as is clearly visible, I don't have ay splitting lines or such. I tried CTRL+UP and SHIFT+SPACE but that didn't work. Please help, because this project is nearly impossible without multiple views.

Well that looks exactly like a shift+space thing to me, but u said u tried that already ...

What if you click "Back to previous" in the view drop down at the top of your screen shot? Just tried CTRL+UP and get the same message, clicking it gets the view back.


text:
What is rendering?
So I’m new to blender and I don’t understand rendering
When do I do it? What does it do?
I’ve tried looking around but I couldn’t find the answer I was looking for.

I don't think you actually put in the effort to search as a simple google search will get you a ton of answers. Here is the rendering section of the blender manual. https://docs.blender.org/manual/en/dev/render/index.html

Rendering is a complex and vast area.
Anyway, to put it easily and in a few words, it is the process during which an image (an output) is produced by a calculator (a computer) through a series of physical, geometrical and mathematical parameters (some inputs). These parameters consist in shapes (2d/3d models), materials and lighting conditions and are determined by the user/artist inside a environment like Blender. Finally, the rendering engine (like Cycles) does the math and gives you the final image.
This is a generic definition but you can start looking up to some basic and more accurate knowlege on https://en.wikipedia.org/wiki/Rendering_(computer_graphics)
Hope I made myself clear.
Happy learning!
Cheers!


text:
Accidentally drew something black on my viewport

I dont know what I did. I pressed something before I extrude out of tiredness and the black line apeared. I tried to go back with Ctrl+Z but it didn't work.

That's the grease pencil. You can disable it in the properties Panel (N) or erase the stroke by holding D and right click erasing.

Thank you, finally removed it, and learned about a new tool to learn and use.


text:
How to animate a curve/circle for a tank
I recently created a model of an M4A3 Sherman tank along with the tracks. I made the tracks first with a single plate and then used an array and had it follow a curve circle. This works well for a single render but I want to create an animation of it traveling over terrain. I need help mainly with finding a way to make the array of tracks follow the curve. Thanks in advance for any help.

Use a driver to move the curve along the curve's facing axis. I.e. the axis it points towards. Make sure you do not apply the curve modifier ever because that will prevent the array from following the curve.

If the tracks are arrayed along the curve, then keyframing the location of the track object should work. It's probably along the X axis.


text:
Can you download a version of blender and still have access to the previous version
I am considering downloading the blender 2.8 beta but I had a question first. One, can you still access blender 2.79 with the beta downloaded, and if so how? I don't want to download it, have it crash a bunch and not be able to go back to 2.79.

As far as I know, if you create a project in Blender 2.8 you can't open it with the 2.79 version. But you can open 2.79 projects with the 2.8 beta version, but if you save it using the 2.8 you won't be able to open it again with the 2.79.
When you download the 2.8 beta version, it isn't a setup (because is beta) so you have a portable file. That means that the desktop shortcut will be for the 2.79 and you have to create a new one for the 2.8 looking for the exe, so you could have both versions (actually I have the 2.79 shortcut next to the 2.8, both avaliable).

Thanks, that helps, but a big thing I was wondering is if once you download 2.8, how would you open 2.79, because when I open blender it automatically pulls up my latest version, and I'm worried I won't be able to open 2.79

Ahhhh I misundestand it, I'll update my answer.


text:
My object becomes skewed when rotating cameras position
I'm pretty new to blender.  Picked it up and put it down numerous times before.  But I don't remember it ever doing this.
Whenever I try to rotate around my object to view it from different angles, the object becomes skewed in the viewport.
I know that this is strictly just a distorted view (and not a transformation of the object) because when I bring it back to "front view" the object looks fine.
Does anyone know whats up with this and how to get it to stop doing that?
thanks so much.

Okay.  Hold on. never mind.  I think I figured it out.   I'm suppose to use keypad number 5 for the orthographic mode. That seems to have fixed what I was talking about.


text:
Cycles Material doesn't show correctly on some objects (but it does on others)
I'm a noob in using Blender.
I'm using a cycles material on a bunch of "wood objects". It works perfectly. Then I create some new objects from some cubes, and the material doesn't show correctly.
I thought I did something wrong (like flipping the normals or some other crazy thing), so I tried to apply the material to a simple cube, without doing anything to it... and it still doesn't work as supposed.
Practically, the color of the material is there, but the textures are not.
The attached image should explain the problem quite clearly: on the desk the material works properly, on the cube at the left it doesn't.

This is the viewport rendering, but the problem persists even on the final rendering.
Anyone can explain the reason of this behavior and how to fix it?

if colors are there, probably UVs missing.Unwrap cube or use generated UVs and box projection

@Shubol3D Yes, Unwrap did the trick! Thank you.


text:
all transform make the mesh split far from each other
hey all so I m trying to create a face mesh , but whenever I try apply all transform , the half of the face split to the other way far? as it shown in the picture , also the other mesh which is the lips also split half when ever I try to apply transform for the face? even though the lips mesh is a whole different mesh not one object... any help please? what am I missing here
thanks in advance
blend:"

Could you check where is each mesh origin ? Using Blender 3.6.5, I am not sure your file was red correctly, but it seems that the lips origin is not on the symmetry plane of this object (as it should for the symmetry modifier to produce what you are expecting).

When you apply the location, it brings back the object to the center of the scene. In the file you share if you apply the location of the face (called Plane) it will move it towards the center of the scene. As Blue Realistic uses Plane as Mirror Object and as Plane has moved, it changes Blue Realistic mirroring.

It's because "Mirror Modifier" for mirroring uses object's Origin Point.
Applying "All Transforms" includes applying the object's location – because of that the origin point shifts to the zero coordinate – and mirroring continues using the zero coordinate as a mirror point.
That's the reason of your problem.
Solution is really simple:
Instead of applying "All Transforms" you can apply "Rotation & Scale" :
[Ctrl + A] —>  [Rotation & Scale]
That's it  :-)


text:
making my character Tpose
hey all so  a quick question for that
is there a way to my character acting as a T pose?
I have already modelled my character but I Don t want to mess anything by moving the arms or use propotional editing for it , I just want to know if there an easier way or better way to make it as t pose
thanks in advance
sorry for the image content

You can do it with the Pose brush in Sculpt mode

You could also just rig it, and adjust the bones in Pose mode to whatever pose you want.


text:
the array cube is gone and they are all sticked together
so I Was trying to do some ice cube here I just created a cube and array it many times and on top of each other , I than created a wire cube and rigid body passive and mesh , than plane rigid body passive and mesh , than I added a cube sculpt it to look like an ice, I Than Put it inside one of the array cube and tried to ctrl J To join the ice cube and the one of the array cube so I can Make them all the same but its weird what happened is when I Did that the the array cube are all stick together inside as u can see in the picture they are all on top of each other (before I applied rigid body than removed it so I can make the cube randomly on the plane so I can stop the animation ) I probably missed something on the rigid body or so , and I hope u got what I Meant because its kind of complicated , thanks in advance

The rigid body simulation won't deform the mesh. So if you want them fall apart they have to be separate objects. In Edit mode press P then select separate by Loose Parts.

yes i did this  but the problem is after i did this the cube are all inside of each other like they are not seperate anymore they are like this as u can see the with the shadow on it there are the array , this happened after i press ctrl j

If you press ctrl+j they aren't separate anymore. Don't do that. They must have a name in the Outliner one by one.

oh okay i got you , but the weird thing is even when  i exit blender so i can go back to the original before i press ctrl j when the cubes are fine together and all together , i cant even see them like original its like this in the picture


text:
hair particle went out from the eyes
hey all so I am trying to remove some hair particle from the eyes , I create vertex group and painting around the eyes , but as you can see there are stick hair coming out, even though I went to particle system -children - simple but I dont know the reason of why its coming out its not going I am painting  inside they eyes any tips?

Have you used the vertex group in the particle settings for the hair density? The Simple children are placed around their parents within a given spheric radius. Therefore, they can still appear in areas where you don't want them. To prevent this try to reduce the area in the vertex group, reduce the radius, or try Interpolated children.

thanks dude i didnt know why i didnt think of going to vertex group and adjust/paint around it , it works thank u


text:
cloth simulation is not working properly
hey all so I have this plane , and I have two object with hair particle system on it , basically the cloth is not really working properly as the hair is going through the cloth , how can I fix this , every object is collision here , just the particle are just going through the plane cloth
thanks

You can't avoid that, you'll need to use a trick, like an invisible object that will be the real collision object

yup it worked thank you


text:
i cant put 1 selection it keeps adding both wheels
hey guys so im trying to do a rig car on this vehicle but im trying to add one wheel as a selection it seems that this vehicle has mirror on but everytime i go to edit mode went for the front wheel press L to put it as one selection but it keeps adding both wheel as a selection i need one selection on everywheel , thanks for the help

Hello could you please share the wheel object? https://blend-exchange.com/

You are in Object mode, if you select your object it will also select its mirrored image, switch to Edit mode if you want to select the original mesh only

yes i did went to edit mode and select only object but my question is im trying to ctrl p to add one selection only one wheel but i cant its mirroring and i cant ctrl p selection on if u know what i mean

What operation are you trying to do with Ctrl P?

im trying to add selection to rig a car so i can rig every wheel front wheel L front wheel R and back etc

if each wheel needs to be independent you need to apply the Mirror modifier

thank you it works , even tho blender is very complicated yet my favourite i have been using blender for 7 month and im still having some problem with it but thank you

Actually what ypu could do is make some linked duplications of your wheel, so that any change on one of them is replicated on the others


text:
Hotkey to get back to Object Mode from Weight Paint
Sometimes, when I think I'm in Edit Mode but I'm actually in Object Mode, I'll hit Ctrl-Tab, and I get switched into Weight Paint mode. Is there a hotkey that will reliably take me back to Object Mode? Hitting Ctrl-Tab again seems to work some of the time, but other times it does nothing, and I can't see any pattern to whether it'll work or not.

Actually this is not how it works for me.... I always get the pie menu where I can select which mode I want to change to.when I hit CTRL+TAB. But whatever mode I'm in, TAB enters Edit Mode and switches back to the previous mode.

I caught the pattern.
Ctrl + Tab works if you was in Object Mode then you go to Weight Paint Mode and with doing nothing you're hitting Ctrl + Tab again.
But if after Object Mode you switched to Weight Paint Mode and then pressed Tab (in order to switch to  Edit Mode) then you can't switch to Object Mode using Ctrl + Tab
I solved this issue just adding a new keymap in settings, see screenshot. Hope it'll help you somehow.

That was just what I needed! It's a shame it took me so long to see it.
For anyone who sees this and is clueless about modifying key bindings, here's a step-by-step:
From the main menu, Edit > Preferences. In the preferences window that appears, select Keymap on the left, as shown. In the drill-down menu on the right, expand 3D View > Weight Paint, and there will be a button at the bottom of the list to add a new entry. Do that, and make it look like the picture, then you're done!


text:
How do I do instance coloring with nodes in Blender 4.1?
For the life of me, I am unable to get instances of different colors using geometry and shader nodes. From what I've seen of other answers on here, there are two ways to get information from the geometry into the shader: You can connect it to the output node, and then give it a name in the modifier window (I used Colo) or you can use the Named Attribute node to define it (in my case, Colou). Then you put the name in the shader nodes Attribute Node, and it's supposed to carry it over. But it isn't.
Is it clear from the setup I have below what I'm doing wrong?

In the shading editor, the attribute Type should be Instance. I'm guessing that's it ?

Instancer* and make sure it's Blender 3.4 or later.

That's part of it, I'm sure. I fixed that and they boxes all turned red.
I also forgot to divide the factor by the number of boxes so it's in the range 0-1, but even after I do that, they all stay red, so there must be something else going on.

Okay, so I did the division backwards, and that was what I needed to fix the problem. Thank for the help!

...just to be able to mark this question as solved:
Since you are only creating instances here with geometry nodes, the trick in this case is to set the type of node Attribute in the shader to "Instancer".
Something like this:


text:
Create separate animation tracks for multiple animations?
I have a binary animation data I successfully parsed to bone:state. Here is pseudocode how I currently create animation:
context.scene.frame_start = 1
context.scene.frame_end = frameCount
#deselect any selected bones, if any selected
for frame in range(1, frameCount + 1):
    wm.progress_update(frame - 1)
    context.scene.frame_current = frame
    for name in boneNames:
        # do require operation with bones, fetch matching from armature
        # update matrix and parents, etc so on
    bpy.ops.anim.keyframe_insert(type='Rotation', confirm_success=False)
    bpy.ops.anim.keyframe_insert(type='Location', confirm_success=False)
    # deselect bone

# end, we now have animation in playback, yey...

The issue with this method that if I want to import another animation it would append existing.
What options do I have to manage multiple animations properly?

is not clear what do you want.
do you want add a new animation after the original ones? or do you want remplace the original ones with a new one... ? or what?

I basically want to separate current animation I have on timeline from frame 0 to X into its own "whatever_blender_calls_it". Normal people call it 'tracks' but Blender is special so whatever it is the alternative in blender - I want to use that. NLA tracks?

actually blender have the NLA tracks. and you can access that usign object.animation_data.nla_tracks   and you can add or remove that

Got any specifics?


text:
Blender python exporting hidden objects gives no mesh, and unhiding them in a script only sort of works
I'm writing an export script with bpy, and I had an issue where when I exported hidden objects (through the script) the fbx exported looked like it had no mesh. I then tried unhiding in the editor and rerunning the script, and then the fbx file was correct and showed the object as expected. I tried unhiding the objects I was exporting through the Object.hide_set(False) method, but this still gave no mesh (so maybe it was waiting to unhide until after the script ran??). Then, since all of the objects were unhidden in the editor (after the previous run was completed), I tried to run the script again, and this time the meshes were correct. Does anyone know what's up with this?
TL;DR
Meshes only export as expected (or at least, as I would expect) if already unhidden in the editor. Unhiding through script doesn't help immediately.

Are your fbx files that have the hidden files the same size as the ones with them visible? Maybe a better approach would be to place the hidden meshes in a new Collection or just an array for export?


text:
Failed to read BLEND file..... TYPE error in SDNA file
Hi to all Masters out there. I encountered a problem regarding with a certain file that was created and modified weeks ago. when I tried to open it back again to do some revisions but it can't be opened anymore and an error message was displayed saying "X\XXXX\XXXX\XXXX.blend": TYPE error in SDNA file.
any ideas what happended to this?
thanks!

Your file is somehow corrupted, try appending your data into a new file, one by one until you find the offending datablocks

Yes, I think it is already a corrupted blend file. I also tried appending it but it doesn't work as well.

I do not know if this is your case, but if the .blend file was opened in another version of the blender you were editing or even in another engine (eg upbge and armony3d), it may no longer work in the blender.

thanks! but the blend file was modified with the same version I created it with and was not opened by another program.


text:
Problem with positioning object relatively to another object
I would like to position one object B so its left surface get in contact with the right surface of object A.
I have defined object A with dimension for X: 10 and set it to position (0,0,0) :

I have defined then defined object B with dimension for X: 140 and set to position ((dimension A + dimension B)/2, 0,45), so (75,0,45) :

However as you can see in second screenshot, the respective left and right surfaces are not in line (concerning the X position) (I increased Object B Y position to make the problem more evident).
I also had a look on using some building constraints by specifying that the B left surface should be in the same plan than the A right surface but didn't find it.

I finally found what causes this problem.
The object origin was not right for both objects.
https://docs.blender.org/manual/en/dev/editors/3dview/object/origin.html
For each object :
Panel:  Tool Shelf ‣ Tools ‣ Edit ‣ Set Origin
Menu:   Object ‣ Transform
Hotkey: Shift-Ctrl-Alt-C
-> Origin to Geometry
However I am still curious if there is a smarter way to specifies that 2 faces should be on the same plan.


text:
Rendered image is not as detailed as in rendered view

Does anyone know why the top is so low quality compared to the actually rendered image. The plane has True displacement enabled. Does anyone know the problem, if you need further more details I can give them.

may be you should decrese the dicing rate

It is from your subserf modifier. If your using the experimental or adaptive, make sure both values from the view and render are the same, i.e. the Dicing Rate must be 1 and the levels must be proportional to it.
And also the view angel will affect your render in adaptive subserf. Objects at the far will have less subdivision than those from the front, i.e, if your camera is pointing at the front and you are looking at the back, there will be a noticeable difference.


text:
How do you apply a gloss map?
I've searched all over the internet for this and nothing has come up. Everything is about spec maps which I don't want.
I would like to know how to apply a gloss map to a material in Blender Cycles.
I have a marble texture with an image texture input to a diffuse texture, and a glossy shader with a white colour. Both are being put into a mix shader.
I have downloaded a gloss map but I don't know how to apply it.
Any help would be greatly appreciated.
Thanks in advance.

A gloss map is a map of specular power, the inverse of a roughness map.  Read it as non-color, then subtract it from 1 (but see below) via a math node and plug it into the roughness value of any/all shaders.
There is no single, standardized format for gloss/roughness/specular power-- there are instead a lot of different ways to map from color to gloss, depending on engine.  So in order to use a gloss map correctly, you have to know the engine for which it was made, and then you have to know how that engine interprets gloss.
Or you could just wing it.  Start with the simple inversion I mentioned above.

Isn't a specular map a map of "specular power"? Meaning, the specular map is how much light is reflected and the glossiness map is how clear that reflection is, right? The roughness map is the inverse of the glossiness, it's how foggy the reflection is. I usually just plug the glossiness in an "invert" node and then plug it in roughness, usually looks fine.

@Alexandre Marcati "specular power" is a measure of how clear the reflection is; the word "power" comes from specular equations like C*dot(normal, half-vector)^P where S is specular color and P is specular power, acting as surface smoothness.  The specular color in those situations directly (linearly) controls how much light is reflected.

I see... But if the glossiness/roughness map is a map of specular power, what is the specular map?

@AlexandreMarcati It is typically a map of specular color-- the C term in the equation I gave above.  (There are occasions when it might be a mapping of Fresnel response, as when it is used as the input to a Specular input on a Principled BSDF.)  (Oops, I called it both S and C, but too late to edit.)


text:
How can I increase the amount of frames, but replicate the flip fluids simulation exactly?
I made flip fluids simulation where an object falls into water and makes an interesting looking splash. The simulation is 30 frames long. The objects motion is controlled by key frames one of which is on frame 1 and the other of which is on frame 30. The fps is set to 60 in both blender settings and flip fluids settings. To increase the amount of frames and make it slow motion, I set the animation to 450 frames, moved the second key frame of the falling object to frame 450, and changed the fps to 900 in both blender settings and flip fluids settings. From what I understand, that should produce the exact same mesh in both simulations. The same mesh on frame 30 in the first simulation and on frame 450 in the second simulation. However, the second simulation does not appear the same and instead it is very uneventful since it barely produces any splash at all. So how can I increase the amount of frames, but replicate the simulation exactly?


text:
How do I apply a flat texture to the side of an object?
Okay so imagine this, I take a plane with an image on it, and shoot pixels as lines perpendicular to the plane and they hit the object, coloring it. These lines do not pass through the object, they only color the first point they hit. That way, when viewed from the angle the object was painted from, the object shows the image nearly perfectly and the model looks convincingly painted, from all angles. Can I do this?

Hello. That looks promising, but a bit broad, could you add some pictures of what you want to do?

Try UV unwrapping your object using "project from view",  while at your preferred viewing angle, and see if that's what you're looking for.

"Decal" might be the term you're looking for, lots of good tutorials for that.


text:
Does anyone know how to unattach the plane from the donut

For some reason they are stuck together. When I move the donut, the plane follows. I just got done parenting the icing to the bun, but I don't think its from that since it was doing that before hand.

it can be because you've enabled the Proportional Editing option (on the header menu, small sphere icon, it will be blue if enabled)

Are the donut and the plane separate objects, or is the plane part of the donut object? In the latter case, you can find the solution here: https://blender.stackexchange.com/questions/6184/splitting-pieces-of-a-mesh-into-a-new-object

mine too, i go to edit mode and delete the vertices.

Here are my solutions!
Solution 1: If the Meshes Are Part of the Same Object

You might have either accidentally joined both meshes ( control + J ). Or you added both objects in edit mode ( the donut and plane ) then they will be in the same object in object mode.
If that is the case I would enter edit mode.

To separate these meshes, you can press the vertice or face of one of the objects in edit mode and press the ( L-key ). This selects all the vertices of that mesh and you can delete that mesh.

Then right-click the selection and scroll down to "separate" and press "selection".

This will make your meshes two distinct objects again.

Either, the plane is parented to the donut, which you can clear by selecting the plane and pressing alt+p to remove any parents, OR You accidentally joined them in the process, in which case you can select the donut, enter edit mode, select the plane's vertices, Click p and separate by an appropriate option e.g. selection, material or loose parts if it's been combined.


text:
Blender 2.90.0 scripting (copying selected mesh)
I'm completely new to coding in Phython. Especially blender scripting. I was googling all the possible ways to copy a selected mesh. But none of the code seems to work as it was for 2.7 or 2.8 blender version. As well as I like to add the new copy of the mesh to selected place. Wether it's underneath the selected mesh, or above. I'd like to as well scale the copy down.


text:
Blender scripting scalling down the copy of object
I'm trying to scale down a copy that would be 75% smaller. However, when I execute my code, the copy becomes not smaller but opposite, bigger.
import bpy

# reads selected object data
objektas = bpy.context.object

# for loop index
i = 0

# vertices data
v = objektas.data.vertices

if objektas.type == 'MESH':
    for i in range(len(v)):
        for v in objektas.data.vertices:
            v.co += (0.75 * v.normal)
            Cube = bpy.data.objects.new('Cube', objektas.data)
bpy.data.collections["Collection"].objects.link(Cube)

Maybe inverted normals ?

Well I haven't done it yet, but I'll make 8 total copies of the bigger cube and then I'll move them to each vertice of original cube.

you are manipulating the original object not the copy. whatever, in addition to mistaken + sign in v.co += (0.75 * v.normal) you should consider that normal vectors are unit vectors. you should use v.co *= 0.75 instead

Q code scales the shared (linked) mesh of both the original and copy.  https://blender.stackexchange.com/a/135608/15543   Any reason not to use object scale?  eg cube = context.object.copy()  then cube.scale *= 0.75


text:
Oval shape on the outside of a model
So I was following Blender Guru's Tutorial on a chair and when I got to the UV unwrapping part I notices something weird going on with my mesh. There appears to be a 2D oval shape on the outside of the model.

I'm not sure how to fix this.
I think it might have something to do with the subdivision surface modifier.

It looks like you might have duplicated some faces in that area. Try pressing M (merge) in the 3D viewport and select "by distance".

Solved. I have figured out why.
The reason for this was that there was two extra faces? I think I might have extruded it by accident and didn't notice.


text:
How to Remove these small box(edge) structure from face in blender?
I want to remove this small box structure from the face and want the face as sown in second image

on the left menu of your 3D view (activated with T) > Tool Tag > Shading > Smooth. Also I think you have to recalculate your Normals: enter in Edit mode, select all, and ctrl N.

On the left menu of your 3D view (activated with T) click Tools tab > Shading panel > Faces > Smooth. Also I think you have to recalculate your normals: enter  Edit mode, select all, and press Ctrl+N


text:
No particle button available (EVEN WITH MESH)

created a brand new mesh object, still can't use particles. I've tried every mode and such and it WONT let me use particles. Please help.

Yes it will, you just can't see the button

Your particle button is off the side of the screen due to the size of your properties window. You can reach the particles button by scrolling over the properties buttons, or expanding the properties window so the entire thing fits at once.

I just slammed my forehead on the desk so hard it fractured my skull. I can't believe I'm such a colossal idiot. This issue put a halt on a 2 hour project -.- THANK YOU!

If that solved you issue, can you please mark the answer as accepted? @MattBarbarito


text:
Cylinder Texture weird distortion
I'm having issues with a texture map that I've created for the purpose of a cork. I'm pretty confident I did my nodes correctly, but my biggest problem is this isn't a big item and I don't really want to uv unwrap something that is going to be the size of a quarter. Any tips on why I'm getting distortion on the top of my cylinder ?

http://s345.photobucket.com/user/DaOrkyBitz/media/Image%20Texture%20Node_zpslnyomevm.png.html?sort=3&o=0 my nodes

Smart UV unwrap might work, but this is how I would do it.

make a seam with Ctrl+E along one of the edges of the cylinder.
Select the circle edges with Alt+click (m1 or m2, however you have it set).  Mark that as a seam with Ctrl+E.
Select everything (if your cork is a separate object from the bottle).  Press U to unwrap.  You should get a rectangle and circle in the UV editor, position these how you want.

As a side note, it looks like you have a lot of fireflies.  You may want to follow this article: https://www.blenderguru.com/articles/7-ways-get-rid-fireflies.  In short, use a larger light source and use multiple importance sampling (properties/world/settings).

Thanks for the tips! I forgot there is a shortcut for UV unwrapping. I'm going to look into it and see how it works out. =]

I'm afraid that I haven't been able to test it as I don't have access to Blender at the moment, but I hope this helps.

You've nearly got it. This is caused by the UV map really not know what it's doing. There are multiple way to fix this issue, the simplest ones is by simply hitting "Smart UV Unwrap".
You can mark seams in blender as well, which is where the mesh will be cut up when you hit unwrap. In this case, simply select the edge loop encasing the top face and hit CTRL + E. This will be where you can select "Mark seam" to, well, mark it a seam.


text:
UV unwrapping is incorrect?
I UV unwrapped this wood texture onto the handle, and rotated it in the UV editor to make the grain vertical. Can anyone tell me why in the world 3/4 of the handle rotated properly but that single strip down the left side remained horizontal? I UV Unwrapped the entire handle so I'm confused... Thank you!

I guess because Blender decided to rotate it this way, you just have to select this face in the 3D view, then rotate it 90° in the UVImage Editor

Blender decided to rotate it this way, you just have to select this face in the 3D view, then rotate it 90° in the UVImage Editor.