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What should be selected in order to store a pose?
I've a mhx rig (created with makehuman) when I select fingers and 'links' and store a pose in a pose library the pose can't be assigned.
With other poses arm/legs (set to IK) etc. this works fine.
What should I do to store the pose of the fingers (Could the bones to select be in a different layer)?
Note: Selecting and keyframing the bones works. My goal was to script poses from a control file to  keyframes. I didn't notice that the NLA-Editor was made for tasks like that.

As I see it, the problem isn't specifically Makehuman-related, and 'poselib' is too narrow a topic category to warrant a tag. Not familiar with how tags are decided though...

@stacker If you feel there are good reasons for having these tags, feel free to make a post on meta. (See the help for more info)

@stacker Sorry for not leaving a response earlier. It is exactly as Adhi says, we don't need specific tags for other software and poselib is not befitting of an entire tag. We don't even have a posing tag. See meta.

Not familiar with the MakeHuman rig specifically, but generally speaking, on a sufficiently complex rig, you typically have control bones and deformation bones. You only set keyframes on the control bones... this is both in animation as well as building a pose library. Judging from your screenshot, I'd say you should only set keys on the larger, L-shaped finger bones and not the bones located within the mesh geometry. Those should remain hidden in nearly all cases.

It works if the pose is edited in the action editor, for some reason the fingers don't get keyed when adding/replacing a pose in the poselib. (Could be a bug).

How are those controls set up? Typically finger rigs are done one of three ways: transform constraints, action constraints, or an IK constraint... though I suppose it could be done with drivers, too. If it's with driver, then perhaps you have Auto-run scripts disabled?


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How to model roof shape?
I'm trying to create something like the attached sketch of a roof. The lines marked in pink would be raised. I've managed to do it, but generally my meshes are really complex, way more than I feel they should be. I think part of the issue is my loops after adding a Subsurf, which go all over the place.
Out of interest, what would be the right way to go about this? Appreciate the help

Welcome. Please use a title that matches the content of the question. It should be descriptive but succinct, unique and identifying, summarizing the issue in such way that anyone searching for a similar problem may easily find it. Use the [edit] link above, remove anything superfluous, avoid words like "this","issue with" or "question about". Remember, your title is the first thing potential visitors will see, answers you get depend heavily on how inviting it is. See "What is the problem of asking “How do I do this?""

What is it supposed to be?

Hello, maybe show one of your real objects?

Is this just supposed to be a roof shape, or is it symmetrical front to back?

You say your problem is a very complex mesh, and yet you already solved the minimal topology for your problem, which you embedded in your question. Just model it - below on gifs:

A default plane, Numpad 7 Top Ortographic Mode, E Extruding, holding ✲ Ctrl to snap to grid.
✲ CtrlR Add Loopcuts (right-click to cancel sliding it) to create an inner grid where needed (use mouse wheel to change number of cuts), and K Knife tool to make diagonal cuts.
Select unnecessary edges and X Dissolve Edges.

What's left is selecting the horizontal edges that are supposed to be elevated, and GZ moving them up:

Those triangles on ends of the roofs probably should be vertical - can be fixed by just moving their top vertices, but for such case the workflow becomes even simpler:

This time I used an alternate method for diagonal edges - GG sliding vertices. Without Auto Merge enabled, I had to A Select all, and MB Merge By Distance.

And you may want to extrude everything or add a solidify modifier to give it thickness.

Markus — thank you for this — it's a massive help. I think I was over thinking it all and ended up with an obscene amount of vertices... I've just tried your method on a few other letters and it's all worked a lot smoother. Thanks so much for taking the time here.
I'm still trying to figure out this stuff, for the most part I get something like I intend, but generally through bodging it badly. I really appreciate you helping me find the right ways!

source: Stack Exchange

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

sort: votes


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Increasing the size of a line between two vertices of two objects with the Geometry Nodes
I have a line between two vertices of two objects. I need to move one of them by a variable distance but always following the direction of the line.
I draw the line between the two vertices without problems, but when I try to move one of the extremities of the line this one changes the orientation.

How can I correct my geometry nodes to make it work correctly?

You were so close… From a difference of positions you obtained an original offset, then you normalized it for a direction, and then scaled this direction. This would work if the first point was at the origin, as it's just a direction. Otherwise "apply" this offset on the first point, to move from the first point. You do it by simply adding the offset to the first point (or the 2nd point if you want Distance=0 to mean the full line):

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


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Natural rotation with Geometry Nodes
I'm trying to move my robot foot correctly, but I can't get the top part (blue part) to rotate as it was attached to the leg (green part).
How can I do this?

When I activate the node it rotates, but not in a good way

My principal Node

My Leg node

I don't know if it's the good way to do it, but it works.

My new Geometry Nodes

And the Blend File


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Passing parameters from Geometry Nodes of different objects
I have a Geometry Node group named 'Main' where I defined a vector and connected it to the group output.
On another object I have a Geometry Node group named 'Sphere' where I want to position the sphere using the vector retrieved from the Group Input.
How can I link the position from the Group Output of the GN 'Main' to the Group Input of the GN 'Sphere' ?

The Geometry Nodes 'Main'

The Geometry Nodes 'Sphere'

Hello. Seems like you just need to add the modifier node as a node group and use a Set Position instead of Transform node, since you're working with a field and Transform only takes scalar values.

Like Gorgious mentioned in the comments, the better solution would probably be just adding the 'Main' node group to Sphere node group:

You can also use drivers or Application Handlers to control one property with another. You can do it with nodes in GN modifiers directly - just right-click some property and choose Copy as New Driver:

Then paste the driver the same way on the property you want to drive:

You will need to do that for each component of the vector in this case.

For the moment I prefer your first solution. Thank you so much ! :)

As Martynas shows, there are various ways of doing the plumbing, here.  Another might be to make the attribute-carrying object available to the attribute-receiving modifier, by sampling.
Since this attribute is object-wide on the carrier (Cube), bearing no relation to its geometry, it could make sense to make the carrier an instance, and store the attribute on that:

The above version sets the attribute's name in the carrier's interface on the way out. (You wouldn't have to.. you could hardcode the name, if you wanted to.)
Once set, it can be picked up by another modifier, on another, receiving, object by sampling the named attribute from the carrier instance, made available with Object Info:

Again, what you choose to expose in the modifier interface is up to you.

This actually could sometimes make a nice alternative to drivers.. quickly copied to multiple objects..?

Thanks Robin for your solution too :D


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Free 3d character models to edit in Blender
Rocmen here, a newbie. I was wanting to import 3d character model like a man
and modify it and then animate it. Is that possible in Blender?
Thanks for any help
Rocmen

short answer : yes
look at https://www.blendswap.com/ you find lot of character to play with, some even rigged. Your at the beginning of your journey :) Welcome!


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What's wrong with the cube projection?
I had to use it for the first time (using UV's for more than a year). Well, I messed it up. Please help.

If you tried to rotate the coordinates of object's texture space and box mapping stopped working, that's because of how the box mapping works. It uses normals and when you rotate the object's texture space, the normals remain in the same orientation. To solve that you need to do box mapping with nodes instead of the function that comes with the Image node because it cannot take normal orientation into account when you rotate object's texture space. I have discussed this with someone on Blenderartists.org forums some time ago and came up with this to solve the issue:

You might want to put all those nodes into a group probably.
Here is the .blend file to play around:


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How to denoise EXR and its passes?
How to denoise EXR and its passes in Cycles?
I tried enabling Denoising Data and it didn't work.

Denoising all passes is not necessary at all since not all passes contain noise. Color passes like Diffuse Color, Glossy Color, Transmission Color only contain plain colors and information from image textures and have no noise at all. Depth, Alpha, Emission and Environment passes are also usually absolutely clean.
It's not only pointless to waste time denoising clean passes, but it will also remove detail from final result and make it worse.
The noisiest passes are the ones resulting from light calculations - direct and indirect light passes. Indirect light calculations are more complex since they calculate bounced light and so they will have the most noise. You should denoise all of these layers. If you need to have control over direct and indirect light during compositing, it's fine to denoise them separately, however it is also perfectly fine to just add light passes together and denoise only that to save some time:

It also makes a difference if you use Denoising Normal pass. It is special kind of pass since it shows normals in reflections as well, so it will work for glossy passes well and even mirrors in your renders will get denoised correctly. Using albedo input when denoising only light passes without albedo information in them makes no sense and will not improve the result. Albedo input is only useful if you are denoising composited image in cases when you don't want to render all the light passes at all.

I found the solution.
Connecting all render layers to denoisers then attaching them to file output and export them in file output file as EXR.

No need to denoise color passes


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How can stipple shading be replicated in Blender?
I have had this idea for a little while, using Blender to simulate traditional stipple shading. I have gotten an OK effect using a mix shader with ambient occlusion as a factor to spread a stipple texture in the cracks and crevices of objects. The main problem with this is that all the dots are evenly spaced, and the dots fade out while on a real stipple shaded painting the dots are very closely spaced towards dark areas and get sparser as it gets further away from those areas (see attached image). I'm pretty stuck on how I could produce this effect, I have been thinking there might be some way to control the clustering of a voronoi texture using ambient occlusion, but that's just an idea. Does anybody know of a way to simulate stipple shading? Please advise.
If you don't know how to replicate stipple shading, but you feel like you have some ideas or tricks you think could be useful, please comment, I'll try them.

Maybe the blue noise pattern with point picking? https://github.com/marmakoide/mesh-blue-noise-sampling

https://www.youtube.com/watch?v=uZWSNW6klyc

Duplicate even maybe: https://blender.stackexchange.com/questions/122602/how-to-create-a-airbrush-like-shading-material/122626#122626

airbrush is not the same as stippling, each material provides its own difficulties in replication. the question you linked too does not contain an easy way to control dot size which is essential for this type of shading. since some really good answers have been posted i would like this to not be labeled a duplicate as it really isn't.

This is a procedural shader-only approach, which could be adapted to taste. It's based on capturing the light-response of a surface as a color, and deciding on a set of threshold values in its brightness. For each threshold, darker tones are uniformly textured with procedural dots. The resulting textures are layered over one another, so tones below the minimum threshold get all the layers, the second-lowest all but one, and so on.
Create a 'Stipple Layer' node-group which will texture everything below a given brightness with procedural dots.

The Dot Density node is a relabeled Voronoi texture: the larger its scale, the further apart the dots.
The Dot Size node is a relabeled  Math > Greater than node: it determines the internal threshold on the Voronoi texture. Below the threshold, the dot will be Dot Color, above it, white.
The Threshold node is the external threshold value. Below it, there will be dots, above it, white.

Suzanne's eye trough a single one of these groups would look something like this, depending on the settings:

Now to layer them up.

Suzanne is shaded with a diffuse shader, and then the color extracted trough a Shader to RGB node. This means you must be in EEVEE, or just tap the color out after shading in Blender Internal, pre-2.8. Cycles doesn't know what the color of a surface is, until all the rays have been integrated at the end of rendering. Too late for us.
The RGB Curves node allows overall adjustment of brightness and contrast. 'Brightness EQ'
Unless each Stipple Layer group gets its own Mapping node, all the dots in the layers would be exactly over one another, so there would be no shading. Each mapping node is set to translate the texture by some arbitrary long way, so the lookup comes from different places in texture space.
Each layer darkens the next, so the dark dots accumulate over the white background.

The result of 4 layers:

By tweaking the dot sizes, densities, and thresholds, the boundaries between the layers can be disguised quite well. You can add an Ambient Occlusion shader to feed a layer, and intensify crevices, if you like:

You could also for example, split out your own R,G,B, and (probably) brightness channels to do a home-brewed color separation... lots of options.
The  Dot Size and Dot Density entries interact: If you adjust one, you have to adjust the other to compensate. You could perhaps automate that relationship? : I tried a simple division - it wasn't quite linear, and wound up being easier to adjust by hand.
Suggestions for improvement welcome.
Edit: I've expanded the group a little to include more options:
]6

An upper and a lower threshold of input tone for a stipple layer
'Dot Background': a background color for the zone between the thresholds
'Layer Background': a background color for the zone outside the thresholds

These allow the possibility, for example, of negative layers (white dots out of black).

Version 1:

Version2:

I tested something similar when thinking about this question, but there is significantly more variation in size of the dots made with voronoi than there is in the sample image and I think this will always fail to replicate the look because of that. Also I have searched for reference images online and found many examples where the shading gradients are way finer than a few layers. I think an image texture and a lot more layers should be used to achieve better results.

@MartinZ      Agreed. .. and more importantly, the distribution is not random.. it helps the modelling along. Even with an image texture you'd still have the problem of overlapping dots. Particles? I've been looking at this kind of thing for a while.. trying to get hatching to follow principal curvatures.. it's been done, of course, but not in a way I can think of imitating in Blender.

I didn't think about overlapping to be honest, but, yes, seems to not overlap util the very dark areas. Even harder...

@cegaton   The highlights pure white .... set no threshold at the whitest point of the (curve adjusted) shading The zone between the highest threshold and the whitest point will be will be white. The Blacks pure black... wherever you set your lowest threshold, you can guarantee to fill, if you want to, by setting the dot size large enough in that area to flood it. What would be nice, though, is to expand the tree to give an inverted zone in the darks/blacks, where you get white dots out of black, but that's just one of too many options for one answer?

@cegaton .. don't I know it :) ..yes, I would love to see a better solution than this one. Maybe shouldn't have been accepted so soon. I'll have a pop at that option when I have some uninterrupted time.  I'm also getting some greys out of EEVEE that I don't understand yet. Not very experienced with EEVEE,

Particles are not working out for me at least. https://imgur.com/a/HFYE2Qy The size issue can be solved with them, however I fail to find any functionality for finer control over distribution and they tend to overlap too much as well. I do not work much with particles, maybe I am not aware of something. I experience some other problems like this https://imgur.com/a/WYbqAFr if I increase the amounts to what I want and it just feels like that's the wrong way to do this - not an efficient or elegant solution...

Processing the image as a texture with material nodes may achieve better results. I think a spherical gradient(so the size can be controlled later) could be distributed modifying its coordinates with math. But that would probably be lots and lots of math. No matter how fun that sounds, I am not willing to go there... I am out of ideas in Blender. I would give up and use something like https://github.com/evil-mad/stipplegen/releases/tag/v2.31

@cegaton .. options added as promised .. still think this could do with better ideas, so have put your bounty up again in case someone comes along. Also, may follow up Martin Z's approaches to getting same-size dots..

Here's my take on this - for what it's worth. This solution is quite similar to Robin Betts' answer but making more use of the other Veronoi properties (the additional 2nd, 3rd, 4th closest cell distances and colours, available at Blender 2.8) in order to avoid having to 'layer' multiple textures and to use the Cell color to hide some of the 'points'.
The nodes used for this are as follows :

Note how there are 4 pairs of Voronoi Texture nodes. Each pair has one set to Intensity (to get the distance to the centre of that cell) and the other set to Cell to get its color. Each pair is set to a different cell centre (Closest, 2nd Closest, 3rd Closest, 4th Closest) so as to get the properties of the closest cell (the one the sample point is within) and the three adjacent cells. By combining the Intensities (distances) we can get the minimum distance to any of those cells, and this allows us to effectively have "overlapping" cells since the 'circles' are no longer limited to the edges of the individual cells. The 'Color' of each cell is combined with the 'Distance' so as to be able to randomly offset each cell - so that when we use the Less Than to determine if we're within one of the 'stipples', we effectively "delay" some of the cells from appearing, allowing the density to be adjusted (by changing the input to the Multiply nodes).
The Less Than nodes compares the point from the image with that of the distance to the closest cell (after the random variation based on the cell color has been applied) to grow each cell based on that part of the image.
This can produce the following result :

(the band at the top shows the progressive increase in intensity from left to right and how it affects the stippling)
The node tree provides three inputs - the Scale (leftmost 'Value' node) to scale the 'dots'), the "brightness" (centre 'Value' node) to change the brightness of the image (varying the overall dot sizes) and the 'stipple delay' (changing how much the cell 'random' color affects the 'delay' before that particular stipple becomes visible). Vary those three inputs to get the desired effect.
The source image in this case was the followng skull image found from a quick Google search - but you could use any rendered image or use a technique to sample directly from the shader as described in Robin's answer.

Blend file included
For completeness, here's the effect on a rendered Suzanne :

EDIT: Here's an example using ShaderToRGB to produce a 'live' shading (rather than from an image). I've also added in a Modulo function to cut the shading into distinct 'bands' similar to your original sample image.

Arrrgh! I wish I could split the bounty on this.. you and @lemon have both put so much into it.. and I've had to be afk at just the wrong time to really get under the skin of your answers. As usual, (for me, anyway) yours is more than an answer to this particular problem. It opens up other possibilities by giving a better understanding of the tools. I'm still holding out hopes of using the dx & dy OSL ( x and y are in screen space?)  functions to extract some information about the curvature of the surface .. but it's a way off for me, if it's even possible.

@RobinBetts Don’t worry about the bounty - by all means award it to lemon as I think that answer is more deserving. I’m intrigued about extracting the curvature and using that to shade the surface - perhaps this would be better suited to compositor rather than shader using the Normal pass; that’s certainly something to think about. Perhaps using Freestyle to capture the edges also.

What I've tried to do here is:

Making black dots of constant size but placed in a blank of various sizes
These sizes are shadow intensity dependent
Dots are shuffled to avoid too much regularities
One can adjust the scale (shadow intensity to an amount of discrete value) and the resolution (the size of the dots)

The result is not perfect (especially I would like thinner dots more regular and more spaced) but if that can allow to go further for someone...
As said there is two main parameters to play with:

Resolution (the size of the dot)

Scale (the overall 'sampling' rate)

Preamble
Node groups:

StepValue and StepVector

Rounds a value or a vector at a given resolution.

ReportValue and ReportVector

Just make copy of the input but facilitate the node placements

DiffuseToBWScaled

Captures the shadow value. It uses a diffuse shader convert to rgb then to black and white. This result can be scaled to a given input.

VectorFromValue

Create a vector X = Y = Z = the input value.
Input
Can be either 'generated' texture coordinate or a variant based on 2 UV maps mimicking 3D coordinates.

Shadow
Some kind of shadow catcher which is inverted and set to a given resolution/samples (here 60).
The result is multiplied with the overall scale (upper part on the right) to feed the part that makes the dots.
And the result is also given to the shaders so that it can filter where the shadow (dots) is to be applied (bottom right part). This output is strictly constrained by the colorramp so that there is not grey output (as we want a 'pure' black or white result).

Shuffle
Take the input coordinate and samples it at the (shadow intensity * the scale).
Then take a random value which is reported as a vector.

Dots
The 'dots' part calculates a radius from a sampled area (area size is 'scale' relative size).
The result is compared to a threshold radius ('resolution') which size it itself relative to the 'scale'.
The result is used to output black inside the dot and white outside.

Shader
The shader is in two steps.
Make the dots using a mix shader factor from the 'dots' part above.
Make the 'shadow / non shadow' region using a second mix shader with a factor coming from the 'shadow' part above.
Only colors are used because we don't want additional shader effects here.

Done with Eevee (2.8).

Edit: a variant using Voronoi
This alternative setting uses the same principles but replaces the 'dots' part above with the following setting using a Voronoi texture.

Depending on the 'scale' and 'resolution' value, it could allow result that are closer to the skull image in the question.

Brilliant, your work is amazing. I can see how one can easily turn your grains into watercolour painting.

Another solution (from my previous one). It has the same disadvantages, but is really simple. I present it separately for clarity purpose.

The setup:

It mixes a Voronoi texture with a tunable dot resolution with the shadow intensity.
ShadowIntensity node influences a shadow intensity catcher which is into DiffuseToBW node group.
The shadow resolution (gradient step) can be tuned using 'ShadowResolution' input.
Voronoi and shadow inputs can be influenced using curves to tune the effect.
Then depending on the comparison ('greater than' node) we display black or white.

What is not solved (that's the main difficulty, surely) is how to have both regular dot size and make so that they are placed a bit randomly.
Dot size

Shadow levels

Contrasts

Inputs from a texture
Replacing the shadow level input node by a texture, you can have the following result:

As I commented on @Rich Sedman's answer, I wish I could split the bounty.. I've had to be away.. I haven't had the time to take your answers apart in serious way.. yours has a half-toning element (tone>dot size) ..that, and using a texture, does look the way to go to get away from the signature, sandy.  'noise' rather than 'stippling' effect.. although to tell the truth, neither really feels like stippling, without the modeling a human draughtsman would give it... anyway .. yours on the basis of aesthetics.. closer than either of our answers, IMO..

@RobinBetts. Thanks. I'm aware that all answers are far from a human made result. I've searched a lot for a way to make it starting from a texture containing one drawn stipple (so that we could have dot, cross, or anything). But this is still work in progress and so far is a very complicated node setting mimicking a convolution + some random effects. Did not published it here as the results are not what I expected. If I've time to make progress on it, I will post it as additional answer so you can be informed.

Nonetheless, it's a good-looking result, whether it's stippling or not. Tracing refs back through various papers throws up various approaches to extracting and then simplifying principal curvatures to get a response to underlying surfaces.. but I've got a feeling tools will often wind up hitting the problem with a neural net sledgehammer.. something like style transfer with a 3D input?  (links just examples)

@RobinBetts, this could interest you https://blender.stackexchange.com/questions/146140/how-to-show-out-of-bounds-texture-from-a-modulo-operation/146249#146249. It will not replace the stipple (as there is no density variation here), but...

I was halfway through your answer, thinking.. yes, this is such a common modulo-type problem.. I hate them.. wonder what your approach is.. and you wiped it!  :).. hope it's because you've found something better ...

@RobinBetts, I've spent the morning on it to discover after that it is a duplicate question... so I deleted it. But here is the file if you're interested in it: https://blend-exchange.giantcowfilms.com/b/6293/

@RobinBetts answer reopened. It seems Omar's answer does not leads to same results.

I was thinking it should be, myself.

@RobinBetts a way for the density problem could be to randomly subsample each cell... That should lead to a 3x3 convolution with each subdivided in 3x3... maybe painful to write with nodes but should work. Don't you think?

That sounds very promising. perhaps my unconscious anticipation of the pain prevented me from thinking of it ... :D


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Why wouldn't some vertices move with a bone?
After many trials and errors, I came to the conclusion that I am unable to fix this problem.
Trials and Errors
Almost everything used to work fine in the beginning. The only exception would be that my mesh's body would slightly deform while moving the right arm.
After many hours, I thought I had finally found the fix by removing some faces inside the model. That fixed the deforming problem but made it so that the right hand would be the only thing to gain weight when doing automatic weights.
After manually changing the weight to 0 the hand wouldn't move at all. I tried making a new arm with new bones, but that still didn't fix the problem.
I then removed half of my model and mirrored it again, symmetrized the bones and now some vertices don't move even though that arm moves perfectly fine.
Here's my .blend file:

For the moment, 2 vertices of your right arm are not assigned to any vertex group, you can assign them to the vertex group called ForeArm.R or parent the whole character With Automatic Weights again and it seems to work rather fine, I'm not sure what's the problem actually   ;)

You also have objects with unapplied scale, and your rig is 42m tall. You probably want to fix all that now before having it all tangled with a rig. Ctrl A menu is your friend.

@JohnEason, that should be the answer. I don't think it is good practice to answer questions in comments. Comments cannot be up-voted(in the same way), or down-voted. I mean that is  worth an upvote and I think it is the answer to the question, but what if it was a bad answer?.. Also it cannot be accepted as the solution, which I think it should be and possibly would be...

@MartynasŽiemys Ok. I'll post that as an answer this afternoon.

I usually find it quickest to reset everything and start from scratch with other people's models so:
Select your model and use ALT-P to unparent it from the armature. (Not strictly necessary, but:) On the Object Data tab, clear the Vertex Groups with Delete all Groups on the dropdown.

The scale is correct on all your objects except the armature, so select that and Ctrl-A > Scale in Object mode to reset it.
Now select your model, Shift-select the armature and use Ctrl-P > With Automatic Weights.

You should now find that everything works correctly in Pose mode.
For completeness, I'd reset your 3DCursor to the World Origin with Shift-C and change the Transform Pivot Point back to Median Point to make posing your model easier. I'd also delete all the keyframes in the Timeline with X > Delete and start again.

Thank you for the answer! It did work... However, the problem had moved from ForeArm.R to LowerLeg.R

Hmm. I see what you mean. I suspect the topology of your object is confusing the parenting code with automatic weights. If you go into edit mode on the model and select (e.g.) LowerLeg.R in the Vertex Group list, choosing 'Select' below the list will show all the vertices that are controlled by that bone. It's a bit tedious if you need to do it for every bone, but you can then click outside the model to deselect everything, Shift-select the vertices which shouldn't be controlled by that bone and then click 'Remove' below the vertex group list.


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Why would Blender slow down in editmode with only 2886 vertices?
Blender slows down in edit mode with only 2886 vertices. I am not sure what is wrong with the file. Can someone suggest a solution to this?
My PC specs are:
Processor: Intel(R) corei7 3.50ghz
Ram 16gb
NVIDIA Geforce GTX 660Ti

perhaps your software expects more performance from your hardware knowing the year you're living in ;-)  Maybe some modifier is set to show up in the edit mode, maybe if you use the multitexture instead of GLSL it will become more agile.

Try downloading v2.79b
If that doesn't help. I'd recommend disabling any addons that do not come as default within blender. I've had problems with this before. lastly I would suggest turning down the undo steps and rasing the autosave interval.

Thx to mechanic, your suggestions help.  Since i just start, im not about to invest more for a while.  Can you recommend more tricks to lower requirements during editing mode?  As well as a reasonable Gcard?

Thx for your suggestion Delagone. Installing 2.79b didnt help.  I guess its my cheap spec lol.


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How can I control the sharpness of corners using Subsurf?
I'm trying to make these corners sharper after SubSurf.

The solution that comes to my mind is adding edge loops to limit its space, but when I try to add edge loops they also affect the intake shape in front of the object in the same loop, deforming it in the way I don't want (I want sharper edges, but not round as I've done)

Any ideas besides boolean?

You can crease edges with Shift+e as well as inputing the Crease value in the n panel:

It is also possible to model the edge loops in such a way so they get narrower where you need sharper corners or edges.
Using Subsurf is also not the only way to model things. It adds a lot of unnecessary geometry and it is always worth to consider if you could achieve similar forms with other modelling tools, for example, using bevels.

hadn't approach bevel modifier and creases 4 months ago and then i learnt it some weeks ago. thanks for the advice!


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Curve not shrink-wrapping to some parts of mesh
I have a path curve that I want to shrink-wrap to a backpack mesh. The curve does not wrap to the side of the mesh, and ends up looking like this.

When I scale the curve so that it will be longer, it looks like this:

The backpack has no modifiers, and the face orientations are all correct. Subdividing the backpack does not help. I've also tried different curves, like the bezier curve and nurbs curve, but I get the same results.
Why is this happening, and is there a way to fix this, or some workaround to the problem?
The settings for the shrink-wrap modifier looks like this:

And the settings on the curve are this:

Curve resolution?

Curve resolution is at 12.

Or "nearest surface point"? have you tried to project instead? Or share your file (https://blend-exchange.giantcowfilms.com/)

Doing project seems to get the curve on the backpack, but the lines going inside the backpack at certain points.

What are you trying to achieve? Why do you need the curve?

I'm trying to get a zipper on the backpack, which is a straight string of cylinders, with every other cylinder having a slight offset. I was looking for ways to get it on the backpack, and found out about the curve modifier. So right now, I'm trying to get the curve on the backpack so I can use the curve modifier to get the zipper on the backpack, although if there any better ways to do this, I'll give it a try.

Shrinkwrap should work, so there is something particular somewhere. Consider sharing your blend file please use http://blend-exchange.giantcowfilms.com/.

this is the blend file:

Just increase the resolution (preview and render maybe, and keep the shrinkwrap to "project" as it is in your shared file):


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Some faces are uniform, other faces are strangely 'shaded' and I can't figure out why
I rarely post asking for help; I can usually find answers by searching but this has me stumped.  Maybe I'm just not putting in the right keywords.
If you take a look at this screen shot...

You can see that some face appear perfectly uniform (with Green Dots) and some have this strange shading (The faces with Red dots).
I have checked many things:
normals all facing outwards
faces are perfectly flat
shading set to flat on all faces/verts and edges
uv's are good (though shouldn't matter in solid render view in any case)
As you can see these 'shadows' appear in the solid view but also when I'm in texture view mode.  When export the model to FBX and import into Unity the effect is still visible even then!
Any help would be gratefully received as I've spent way to long trying to figure this out.
Thanks in Advance
Ian
UPDATE:
Many thanks to all who responded to my plea.  Susu, you got me on the right track.  I just had to go into the data panel for the object and under 'Normals' just uncheck 'Auto Smooth'.  I have included an image below for any one else who may have this issue.

Thank you all again  Ian

could you please share this part of your file? https://blend-exchange.giantcowfilms.com/

clear custom normals

Please don't write the answer as part of the question. Use the answers section instead!


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Missing uv textures
So trying to get this wolf I did finished but I can't paint on it as it keeps saying missing uv maps! Any help please with this?

In order to paint on a 3d object,first Uv maps and paint/texture layers need to be created and saved and only then one can paint on it.There are many other ways to do this but the one below, is by far the simplest.
I am demonstrating the procedure on this monkey ,you can follow the same steps on for your  model.
1 .After creating/adding monkey in object mode, select the monkey and  switch to texture mode.Also open a side window and open the Uv/Image editor.
2 . Once in texture mode -tools panel(T),click   on  add simple Uv's button.This will create a Uv map of the object in Uv/Image editor. Save this Uv map as a Png on your computer by clicking Image->New Image->Create 1024x1024 png.
3.Going back to 3dview,click on Paint Slot dropdown menu and select the type of Paint Slot you want.For general purpose,DiffuseColor =1024x1024 should suffice .

4.Save these newly created Uv map and Paint Slot/layer as a Png Image by going to the Uv/Image editor ->Image->Save as Image.This is done by individually selecting the Uv map and Paint layer from the Dropdown menu.

5.Start Painting by going to the texture paint -tools panel and under brushes selecting the TexDraw brush and the required color.
6.IMPORTANT -Save the Paint layer frequently as Blender does not Autosave.

That's different from my blender

Even if Blender version's are different ,the procedure is the SAME.Simply go to textures panel (top) with your model selected and follow the above steps.You should be able to get the above shown results.

To texture paint, you need to set up a material, an image texture, and a UV map.

To make Ctrl+T work Node Wrangler add-on should be enabled.


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Split Edges doesn't work
I found a hard surface modeling technique in the video below (link) but i have no idea how to make it work. Skip to the minute 28:00 of the video.
https://www.youtube.com/watch?v=oJbxu_GLMz0&list=WL&index=4&t=1583s
Please someone know how could this work?
Thanks in advance.

Please don't use all caps, it is the online equivalent of shouting and is considered rude.
Also don't make people watch a video to understand what you want, explain what you are looking for and post some images of the relevant steps.

Desolate. I didn't men to be rude. I was just trying to respect the typographical principle according to which titles should be written in capitals letters.

Start with a default cube;

Add a Solidify and Bevel modifier;

Edit the cube, and add an edge loop;

Hit v, then enter;

Edit the Solidify thickness to a desired value;

Edit the cube, and add another loop cut, hit v, then enter;

Add in a bunch more, wherever you like;

Thanks Alexander, but it stil doesn't work. If i press V , and than ENTER nothing happen. If i press V and than ESC something similar to the dsired result happen but the geometry inside it becomes horrible. You know why this happen?

Can you share your file? https://blend-exchange.giantcowfilms.com/


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opengl text display of custom properties?
I have a bunch of simple objects with custom properties, e.g. description, comments, etc. I would like to be able to be able to view this information somehow in the viewport attached per each object and toggable on and off.
I've looked into information about bgl and blf but I cannot find an example that works and shows this type of functionality.

Related

thanks @batFINGER. How woudl one go about attaching this type of text to a specific object?

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


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Is there a way to tag multiple assets with the same tag?
I am just getting started with organising assets with the built-in asset browser in Blender 3.3 I like the tag feature but it seems a bit limited since there doesn't appear to be a way to tag multiple assets at once. I have tried alt+clicking but it seems that this behaviour hasn't been added in this part of the UI.
Is there an addon or a simple script or other way to tag multiple assets at once?

I seem to have found an addon that allows a number of batch operations in the asset browser, including tag multiple assets: https://github.com/Gorgious56/asset_browser_utilities


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When opening a blend file, it gets stuck at compiling shaders
It's most likely that my laptop can't handle it, but I've been using Blender for a year or two on my laptop without any problems, but blend file just doesn't load at all.
It's a Destiny 2 model, also I don't know how to put this blend file to this thing.
 Specs:
i3-1125g4, 8 gigs of RAM and Intel UHD graphics (idk it just says that on task manager)

If this is the first time you've entered rendered view in blender, or if you recently installed new drivers, there is a one-time shader precompilation stage that can take SEVERAL minutes to complete depending on your system.  Might be worth it to start it and walk away for some time, see if it eventually continues.

Had the same problem, try loading your scene with laptop charger plugged in.

You are right - it's probably the graphics card that is having trouble to cope with a complex shader or fit it into its memory. It seems like there are a lot of different shaders mixed in one material, if they have a lot of textures, it is likely that a laptop with integrated Intel GPU cannot handle it. Try giving it a few minutes or reopening the file making sure you have no other programs running. It seems to me there is really nothing much that can be done about it in a Blender Stack Exchange answer.


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How to remove this line
I want to deactivate the line that comes from the hair. Probably is it very simple but I don't even know the word in english.

That black dotted line between objects indicates a "parent/child" relationship.
To disable the line display, turn off "Relationship Lines" in the "Object" section of the Overlays panel.

Okey, thank you!


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How can I resize a texture in Blender?
It has been a while I am trying to solve the problem. The thing is my Mapping node seems not to have any effect at all on the object. I wish to resize my texture (to diminish it and repeat it), but I have followed many ways to do it by searching on Google and none has got any reaction on my software. I guess something isn't switched in as it should:

I have followed many ways to do it by searching on Google Sure, but since you don't tell us what you tried and what you get, we can't really do anything but blind guessing...

Maybe you are indeed scaling the texture but the viewer in render mode doesn't refresh?

To resize a texture you need to increase/decrease its scale in the mapping node. Repeat works when scale is greater than 1.0


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How to convert mesh modeled in Blender to IGES CAD format or similar?
I used Blender to construct a very complicated geometry that I would now like to use for Computational Fluid Dynamics simulations. One of the Finite Volume meshers that I'm testing does not do a very good job with STLs, is there a way of converting my smooth surface mesh into an IGES CAD file, or similar?

If you search for IGES in this forum, you'll find several possible solutions.

Hi, GBY2KE, I hope you don't mind my edit. Hopefully this way the question will get more attention sooner.

https://blender.stackexchange.com/questions/213269/can-blender-be-used-to-send-to-a-factory-to-create-silicone-products-mass-produ

Thanks Martynas, your suggestion was good. I installed an add-on but was having some problems, especially with groups of parented objects and Boolean modifiers.


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Fix non manifold edges for 3d printing a lego piece
This is my first ever using Blender and attempting to 3D print. I've cleaned up the piece by deleting edges (Limited Dissolve), intercepting faces (Knife) and deleting some of the non-manifold faces but got to the point that I try some of the solutions I found online and none seem to fix my case. My goal is to 3D print this piece with the best quality/detail possible.
I would like to learn the steps to follow to fix this problem. I have some more piece to clean up and print. Help is appreciated.
Here is the Blender file

Hi, I don't think there is any universal way of fixing any messy mesh. With this simple geometry the best course of action might be to remodel the piece. Especially since you have to consider 3d printing process. You might be able to avoid overhangs and the need for supports if you change the model's inside. What printer are you planning to use?

A good start would be to look at 3D Printing Tool Box and get an over view of the process of using it  https://youtu.be/0rgrLWFUjlk

@MartynasŽiemys, I got an Ender 3 S1 Pro. I'm about to give up on my blender skills. lol

@RickT, I'm ok using the 3D Printing tool.. though it's hard for me to clean up one of those pieces.

@user1791567, why and what skills exactly are you about to give up on? You said it's the first time you used Blender. Please forgive me for saying, but it seems unlikely, you have a lot of skills to give up on. I would recommend facing it and dedicating time to learn first. Learning 3d modelling is worth it especially for 3d printing. Seems too early to give up. Even in best circumstances it takes at least a couple of months to learn 3d modelling, years to get good at it. Watch tutorials, learn the tools available. You can ask questions about modelling here, if you get stuck.

First I recommend you turn on Overlays > Face Orientation. It's easier and more pleasing to the eyes, and you can see if Face Normals are pointing in the right direction. You have to turn off X-Ray.

You can also try the Non-Manifold and Interior Faces options under menu Select > Select All by Trait, but be wary that these options don't always work properly so use carefully. Options depend on the Select Mode (Vertex or Face Select Mode).

You can easily see the interiors of your model by selecting the outer face in Edit Mode and pressing H to hide faces. Use Alt+H to unhide everything. Now you can see some problematic areas.

Apparently you have interior faces which are non-manifold. Read more about Non-Manifold geometry here. Remove those faces.

Then you have this problematic vertex. It is correctly part of one face but not included in the other face. Remove it by selecting the vertex and pressing X > Dissolve Vertex

Then you have this funny interior face here. These faces should probably be deleted along with 2 bridging edges.

Amazing, thanks a lot for your help. @harry-mckenzie


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Dark faces in Cycles
I'm trying to get rid of dark faces in Cycles but I can't do it.

What I tried to do and it didn't help me:

Recalculate inside(outside doesn't do anything). And probably it helped me, but I get strange color somewhere.

Merge vertices -> by Distance - doesn't help me too.

Also you can see my project here:

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

Okay, so, now i found a solution to get rid of these dark faces. I should to delete "mirror". But why? How it works? Then how should i use modifier "mirror"?

I've not looked at your images because they're on an external site, but the mirror modifier on the Cube object is causing problems because, from the settings it looks as if it should just be on the Boltq object which has its own modifier. The one on the Cube is trying to mirror onto parts that are already there so delete it. The Solidify modifier doesn't seem to be doing much either!

@Deniss If you don't know how to use the Mirror modifier I would definitely suggest you watch some basic beginner modeling tutorials. In general you can say: you only model on one side (in X, Y or Z direction depending on the mirror settings) of the object origin, the other side will be created by the mirror. If you have vertices and/or faces on both sides, you probably end up with overlapping geometry.

You have overlapping faces because your have given a Mirror modifier to your object and your object has already vertices on the opposite side of its mirror axis, so you either need to remove this modifier or keep it but delete half of your object:


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Copy/duplicate current keymap to modify the copied one
Quick question, is there a way to copy/duplicate my current keymap and then modify the duplicated one for a new one?

You can Import and Export keymaps from the buttons at the top of the Preferences dialog:

You can also add a preset to the dropdown by clicking the + icon:

and enter a name for your new preset:

Then Save the preferences as usual:

Thank you! Is there an easier way to toggle between two keymaps rather than importing and exporting?

Set up your own preset and add it as I suggested above. That way it stays with the Blender installation and you can toggle between yours and the default Blender one.

Hmm, it doesn't work for me if I toogle my preset and the default, I have to import every time for it to not change the default.

Ok, seems to work now. Mabye I was tired yesterday! Thank you!

Glad you got there in the end! :^)


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Get emit pass from RenderLayer
I want to temporarily store the emit channel of the rendered image to a new image "EMIT". Looking through the manual, I found bpy.types.RenderLayer.passes, but I do not know how to use it. I wrote bpy.types.RenderLayer.passes["Emit"], but it produces an error:

AttributeError: type object 'RenderLayer' has no attribute 'passes'

Hi, I edited the question to hopefully make it clearer. I hope you don't mind. If I changed the meaning of what you wanted to say in any way, please edit the question again.

You could just use compositing and output the Emit pass to a file:

It is possible to enable compositing nodes and add a File Output node to it with Python as well if you needed that.


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How to recreate PS1-style vertex lighting?
How would I recreate per-vertex lighting for a PS1-looking model? Vertex colours almost work, but they do not account for lighting. Is there a solution?
Example render:

Hello, could you add an example render ?

sure! the post has been updated.

Does this answer your question? N64 style vertex shading/lighting for low poly models?

It's called the "Gouraud" shading, and AFAIK not supported by modern renderers. You can try to fake it aproximatively using the above link, but otherwise you would need a scanline renderer, like the one Blender used to have up until version 2.79 which you can download there: Previous Versions — blender.org

I was hoping maybe someone did an OSL shader of it, but I haven't found any so far.


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How to render 180VR video though virtual camera?
I’d like to know if it’s possible to render a 180VR video from a virtual camera embedded inside my Blender animation.
The video can be edited in a second time with a ffmpeg command, for example with the hstack divider.

Could you define what specifically you mean by 180VR video? 360° panoramic video? What's VR about it? Set the camera lens to panoramic type in the camera properties, Properties Editor. It's not yet supported in EEVEE, so you'll need to use Cycles for rendering, but it is possible to adjust render settings for Cycles to be fast as well (lowering the quality of rendering). If you need some more interaction then looking around from it, you will need some other software.

I was referring to the standard of google, to allow semi spherical view (capturing what's front of the camera but not behind).
However I'm also interested to capture 360 degrees around the camera

Anytime you need to render a left and right side simultanously, you are reffering to "Stereoscopy".
Blender stores stereoscopy in two places: Output Properties, and Camera Properties.
Output Properties

First, you need to enable the Stereoscopy panel, it will add a "Views" subpanel in the Output panel.
From there, you can choose how the stereoscopy will be stored in your file. Individual will save a different file with L/R prefixes for each view. Stereo 3D will store both views in the same file, with different "storage" modes. In VR, we often use Top-Bottom or Side-By-Side.
Camera Properties

You need to set your camera type to Panoramic, and use an Equirectangular panorama type.
You can adjust the Latitude and Longitude, but I guess the default ones are the "180VR" you refer to.
Last but not least, enable Spherical Stereo in Stereoscopy panel, this will change the way the panoramic effect is projected.
Display warning
The only way to see the result is to same your image. Your viewport and the render result viewer will both show your render differently from what it will be in the final image file.
The render result and viewport's camera view in every shading mode except rendered will show it as cyan-magenta anaglyph stereoscopy. Viewport in rendered shading will alternate between each "eye" of the camera at frequent interval.

It is normal, it's just a preview. The accurate result is in the saved render file:


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What could cause a texture not to function correctly when orbiting a model?
Super new to 3d modeling and Blender but I'm having an issue where if I orbit my model the texture doesn't function correctly.
Almost like weird pixelation or something sorry I'm not sure what the proper terminology is.
Any assistance to resolve this would be greatly appreciated.

What should the texture look like? Could you edit the question and provide an image of  the texture, maybe describe the desired result. It seems you have double overlapping geometry, but it's hard to tell from the info provided.

Hi! thanks for the quick response. its supposed to be a solid red color! Thanks!

To reiterate first comment If you provide some screenshots of mesh, material settings etc or the blend file this becomes less of a guessing game... Not even sure what you specifically  mean by " when I orbit my model" TBH.  Please edit any new details into question

Looks like z-fighting. Any chance you have duplicate faces?


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Shrinkwrap modifier problems
I am trying to shrink wrap the images to the spine of the book. It worked for one book so I duplicated the book. When I moved the books the shrink wrap stopped working. I cannot get the image to shrink wrap around the spine again. I have delete the modification and tried again by have not been able to get it to work regardless of the settings that I choose. Any ideas how to get it to shrink wrap around the spine and then follow the book as I move it around.

You could parent the object to the book? If it still doesn't work please share your file

You should not use unnecessary geometry if you only need a texture. You should make a UV map and place your texture on the object using materials.

I disagree, this method is pretty widely used to add decals on objects, you are making assumptions on the OP's workflow. Maybe they don't care about adding a few vertices or they can't use UV maps for a specific reason.

I did parent the object but obviously unsuccessful. I do not know how to use UV mapping. I was just trying to learn the Shrink Wrap skill. Just thought it would be a simple task but as with everything Blender its more complicated than the videos show you.

Did you try applying all transforms?

I have started over and it worked, kind of. If I move the book the shrink wraps follow but I have to move the book though as moving the shrink map does only moves the shrinkwrap and not the book but at least it is mostly working.  I have applied all transforms.

@Gorgious, just because lots of people do it, doesn't mean they should... In any case. That's why it's a comment, not an answer. What is the reason not to use regular workflow with texturing here? Mr R McWilliams, maybe you could clarify?

Sorry, did not see the comment before. The reason is because they don't yet know how to use UV mapping. In that case my advice is valid. UV Mapping will be easier and is the standard solution in these cases.

@MartynasŽiemys the reason for not using regular workflow with texturing here is because that would indicate that I know what I'm doing which I don't. The problem with seeking some advice from experts is that you get different answers and even then the answers are written for other experts and not people like me who are trying to learn something new.

I think you should look into UV mapping.


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How can I select only the front facing polygons of an object?
I want to select the front face, but I don’t want to select the back face
bpy.ops.view3d.select_box(xmin=0,xmax=area.width,ymin=0,ymax=area.height,wait_for_input=False,mode='SET')

actual：

hope：

How to ignore the back?
The backside culling is useless.

What are you asking? Do you want to hide backface? Do you want to remove them from selection?

@Crantisz I want to select the front face, but I don’t want to select the back face

It looks like you have x ray mode on.  What happens if you use bpy.ops.view3d.toggle_xray() just before you do the select?

This will select the front-facing faces of the selected object.
Conditions :

You must be in OBJECT mode.
Your object must be a MESH object.
You workspace must contain at least a 3D viewport editor.

You'll have to learn a bit about the dot product : https://en.wikipedia.org/wiki/Dot_product
import bpy
import mathutils

mesh = bpy.context.object.data  # Retrieve the mesh
normals = [p.normal for p in mesh.polygons]  # Compute polygon normals

# Compute the view direction
up = mathutils.Vector((0.0, 0.0, 1.0))
view3d_area = next(a for a in bpy.context.screen.areas if a.ui_type == 'VIEW_3D')
trans_world = (view3d_area.spaces.active.region_3d.view_matrix.inverted()).to_3x3() @ up
trans_world.normalize()

# Unselect the mesh elements
for v in mesh.vertices:
    v.select = False
for e in mesh.edges:
    e.select = False

for i, normal in enumerate(normals):
    # Select the front facing faces
    mesh.polygons[i].select = trans_world.dot(normal) >= 0

Related Automated way to make "Select interior faces" ignore select faces that are visible to the camera?

Might require either converting view vector to local space of mesh, or face normals to global space https://blender.stackexchange.com/a/119342/15543  Similarly could use angle test (which is basically dot prod anyhow) https://blender.stackexchange.com/questions/96066/how-to-get-all-faces-based-on-a-certain-angle-of-their-normals

@batFINGER Thanks for the heads-up you're right ! I didn't take that into account


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Shrinkwrap or Skinwrap modeling technique?
I heard about this technique on a youtube video but when i tried to replicate it it just doesn't work. Essentially the technique consists in model different hard surface parts and then smoothly join them together only with the shrinkwrap modifier instead of boolean the parts and retopologize everything. Here the video, the technique i'm talking about is at the min 16:04
https://www.youtube.com/watch?v=oJbxu_GLMz0&list=WL&index=1&t=1145s
I tried but the final result it wasn't like in the video despite having followed the same process that is just apply the shrinkwrap. Does someone know anything about it? .

Not sure exactly what your asking but it may be a SubSurface modifier.
simply go to the object modifiers tab click add then look for Sub Surface. If your using a Boolean modifier and this modifier stuff can get tricky.
you'll have to create faces with four vertices for sub surf to work without looking weird.

we lack informations about why you failed, he explains what he does in the video, he juste project the circle, apply, extrude up, bevel

My problem is that I don't get the edges of the joints between different pieces as clean as it is shown in the video with the red hydrant example. It is evident that the parts are separate

Not sure exactly what you did, you should show some images of your project.
I tried and it looks like the example, he also said that he needed to make some adjustments before the "Apply" to get what he wants.
Just the shrinkwrap modifier with a Wrap method in "Project"


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Transform masked area in sculpting mode
I'm trying to rotate a masked area in sculpting mode, but the pivot is right at the center of the world(scene). Is there a way to move the pivot in sculpting mode? What I'm trying to do is to move the pivot to the center of the unmasked area.
I've been trying to find info on this in the manuals and watching Pablo's twitter videos but I still can't find the solution.

In other areas of Blender you can move the 3D Cursor and choose Transform Pivot point 3D Cursor. to enable choose rotation mode around the 3D Cursor.  (Shift Context Click approximately to move 3D Cursor)  .  Change the setting on the tool bar to use the 3D Cursor as center or rotation.  Suggestion try it with a simple mesh to see this.

Loosely related and there is a pic of the Transform Pivot https://blender.stackexchange.com/questions/43826/how-to-efficiently-merge-geometry-and-get-rid-of-internal-shapes-etc/43832#43832

Just to be clear there is a 3D Cursor and the different ..... Origin of a Mesh. And various ways to move the 3D Cursor.  (Perhaps Shift S)

You find an easy way to move the pivot to the center of the unmasked part
at the menu item
Sculpt (right next to Sculpt Mode and View) > Set Pivot > Pivot to Unmasked.

What I've done is go Sculpt -> Set Pivot -> Pivot to Surface Under Cursor and hotkey it: the pivot will be set to wherever your cursor is on the mesh during the button press. it works well for re-sizing / rotating arms and legs


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Emulate realistic liquid inside a bottle for animation
I am working on perfume bottle design. I am trying to create perfume in the bottle. When bottle is rotated, perfume stays static. What's the way to rotate perfume when bottle is rotated, or even placed slipping on floor. Like how a realistic bubble appears when bottle is sleeping on floor. It would be great help if the blender community share some light. Thank you.

Hello :). What have you tried so far? Fluid simulations, dynamic paint, volumetric material? Also, please add an example of your desired result.


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Mesh not moving with bones
I'm trying to animate a human made in makehuman and exported to blender, parented mesh with armature with automatic weight but when i move any bone, mesh doesn't move.
This is the file https://drive.google.com/file/d/1n2xG-fzKt1Htsx6jkmDCtSllm_UAtsYf/view?usp=drivesdk

It seems to have been parented With Empty Groups, which means the vertex groups have been created in the mesh but thay are not assigned to any vertex. You need to parent With Automatic Weight (Ctrl P), then you may need to give some corrections in Weight Paint mode or with the Assign button under the vertex group list in the Properties panel > Object Data

Please don't use all caps in the title, it is the online equivalent of shouting and is considered rude

Why all caps is a bad idea


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Objects look different in rendered preview shading compared to material preview
Objects look amazing in the material preview mode, but not in the render preview (and also when rendered). I have attached two screen shots of a metal sphere in both viewports. Can anyone tell me what is wrong?

Environment lights are not the same. What have you set as world node tree for the rendered?

material preview is using an HDR image in the world, but that environment is not present in the world in rendered preview. You need to add an HDR image to the world to get similar results. Read: https://blender.stackexchange.com/questions/81007/how-can-i-render-an-object-with-an-hdr-background/81011#81011.

Thanks for the link. I have put everything inside a box made of plane mesh, and the rendering is superb now. As a beginner i can only improve!

i added a HDRi everything is fine. thank you!


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How can I batch render lots of objects individually?
I have over 100 objects I need to render out as catalogue style images. What would be the most efficient way to render these all these with the same environment, lighting, material and camera angle?

Keep them at the center of the world and switch their visibility in the Outliner (both Hide in Viewport and Disabke in Renders)? Or put each of these objects in a collection and enable/disable these collections?

same environment, lighting and camera can be achieved using one file with an object, after each render change the object data to the next object and render, repeat as needed, a script will make this task much less daunting

What is the file format of your objects? .blend or something like .obj, .fbx, ...?

The file format is Stl files

I've written a very basic AddOn, that does basically what you need.

How to use the AddOn:
The AddOn let's you select your files, puts them one after another in your current scene, and renders them to an outpu-directory.
The AddOn adds a button to the Output-Properties-panel.
By clicking it, you open a file-browser-window.

Select all your files you intend to render and press "Select Files to Render".

Blender then renders all of your selected objects into an "output"-folder, that is created in the same location, that your current .blend-file is located in. The rendered images will be given the objects filename (without the extension). For example "suzanne.obj" may be rendered and saved to "suzanne.png".
All other rendersettings are taken from Blender directly.
Besides the .stl-format, .obj, .fbx and .blend files are supported.
Disclaimer: Since I don't have that much experience in writing AddOns, I can't guarantee you, that it works flawlessly. As far as I've seen, it works for me.
Code-quality is probably a mess and the AddOn lacks some pleasant UX features as,  for example, render-progress. (Blender is not responsive during the rendering!)

How it works / Code-snippets used
This is a more detailed description of what I did, in case you want to create your own script out of it.
An ImportHelper is used to fetch the different files.
I then iterate over each file,
for file in files:
    filename, extension = os.path.splitext(file.name)
    filepath = os.path.join(directory, file.name)

create a temporary collection for each object,
collection = bpy.data.collections.new("tmp-collection")
scene = context.scene
scene.collection.children.link(collection)

and import the object into this collection.
bpy.ops.import_mesh.stl(filepath)

for obj in bpy.context.selected_objects:
    collection.objects.link(obj)
    bpy.context.scene.collection.objects.unlink(obj)

I then render the scene to the output-folder
scene.render.filepath = "//output/"+filename
bpy.ops.render.render(write_still=True)

and delete the temporary-collection with its containing objects.
for c in scene.collection.children:
    if c.name == "tmp-collection":
        scene.collection.children.unlink(c)

for c in bpy.data.collections:
    if not c.users:
        bpy.data.collections.remove(c)


text:
Anyone can explain why light passes through the object?
Sorry, my English skill bad.
I'm new to Blender. I have a steel barrel but in Eevee Render it look like shadow error, light pass through steel barrel. I don't want that. . Anyone can explain for me why? And how to fix this problem or I missing something in model progress. Thanks !

Sorry, I just saw you said this happens in Unity as well?  Try selecting the whole mesh (in edit mode), and select mesh > clean up > merge by distance. Also try mesh > normals > recalculate outside.

Select your light, and under Properties, check the box that says "Contact Shadows".

As you can see, however, a small amount of light still bleeds through. If this happens, it can usually be eliminated by giving your object more thickness. In the example below, I used a solidify modifier to make it thicker.

It seems like the only problem areas in your object are concerning the "bands". Make sure they have both inside and outside faces, and that they are correctly aligned with the rest of the mesh.
Lastly, though I cannot tell from your photo, it looks like your object may be mirrored on the Z axis. If this is the case, make sure the two halves merged correctly, and if you're using a modifier to achieve this make sure "Clipping" and "Merge" are enabled.

Yeah, make it thicker maybe good enough.I put it into Unity and get same problem lighting, i'll try your solution. Thankyou so much

Eevee handles light very badly because it fakes it , on the other hand , cycles is a pro at lighting , you should really use cycles , if you want accurate lighting

Sure, in Cycles it normal. But I put it into Unity and this get same problem

Sorry but i dont have much knowledge about Unity , maybe this could be a problem with the game engine itself

Thankyou, it look like my object too thin, so blender and unity get same problem.


text:
Insetting the outside of a bend
I can't get the outside of a bend to inset, I have almost everything inset 0.5cm and lowered 0.5cm to create embossed effect on the model, but this last piece just won't select like it should and I can't get it to inset to finish the embossed look(it's a dagger). Please refer to the screenshots provided.
I am quite the novice in Blender and I do this to train/ enhance my skills in 3D modeling.
How do I get this to work?
*EDIT: I am trying to inset the last part so I can achieve the embossed effect just like the rest (see screenshot 3), you can see in this picture that I still need to deepen that last part of the inside of the blade, I used the inset tool to do the rest of the inside of the blade but when I try to select the edges of this last part where you have this weird bend on the inside of the pattern, then it won't select the outside of the pattern but only the inside, that way I can't use the inset tool to deepen this inside part and thus I cannot finish this project. Do you have any idea how I can deepen that part?

"I cant get the outside of a bend to intersect" - it is not clear what you mean by this. What's "outside of a bend"? What should it intersect with? What are you trying to achieve here? You should edit the question and clarify in detail. I don't think it is possible to answer it as it is now.

I have edited the question, i hope i have specified it enough.

To be honest I still have little idea, how you are trying to model this, and what "intersect tool" you are talking about. There is no intersect tool in Blender as far as I know if we are talking about tools in the tool panel, there is Intersect(Knife) operator that could probably be called intersect tool, but I don't understand how you would use this and you also don't need selection for it... There is  also intersect mode for Boolean modifiers and some functions containing "intersect" in their names in some addons like Bool Tool, but your screenshots don't seem to be related to that.

sorry i use the I shortcut for this, i found a video that called this intersect er something *EDIT: sorry pardon me i have misunderstood this, I use the inset tool

Well, you only select faces and hit i to use inset operator and the Inset Tool(that's in the Tool Panel on the left of your 3d Viewport, the one that toggles with t while in viewport) is also pretty intuitive. What are you struggling with? Maybe you are selecting edges? You need faces for that. I cannot think of anything else that might go wrong. Maybe you could explain in detail how you are trying to use it.

Hi yes, the simple way is I select the edges, which does not give the intended results, problem is I don't know how to select faces in specific, is there a shortkey for this?

The first step to select faces is either press the button for the Face Select mode at the top of the 3D Viewport when you are in Edit Mode or press 3 to switch the mode (1 is Vertex Select, 2 is Edge Select). A face is also selected automatically when all its bounding edges or all corner vertices are selected, but usually Face Select mode is easier if you don't need to select individual edges or vertices.

yes it all worked out great, model is now finished, thank you all for the advise :)


text:
How do I quickly convert a texture atlas into multiple 2D assets (planes)?
I want to create 2D assets using planes from a texture atlas. The image below will demonstrate the process I've been using to achieve this. After I've resized in step 3, I want to skip all future resizing since it's already been perfectly scaled to match the reference. But when I duplicate and adjust the UV map, it distorts the texture and I have to resize every new asset. Is there some way to skip this constant resizing and keep it perfectly proportioned for all future assets?
I'm also open to any other way to accomplish this goal.
In the example, there's only 4 textures which wouldn't take too long to handle the manual way. But my real projects will very often have 30+ textures that I need to turn into assets and this process becomes laborious very fast.

Below is the old example I provided. It's one possible solution that I've been told is impossible. Keeping this here for posterity:
Basically, I want to make edits in the UV editor, but I want all the transformations I make there to also happen to the object the texture is on so that the scale of the texture is preserved in the 3D viewport.
Let's say you have a plane with a texture applied. Normally, if you scale down in the UV editor, it will make the texture appear to grow on the object. Instead of this, I want the object to shrink down with my transformation in the UV editor so it looks like the texture isn't changing at all in the 3D viewport. I hope this makes sense. See diagram below.

Hello and welcome. Is there any reason for this? You might need to give more context. As far as I know this is not possible, but probably if you give some context, someone could answer with a different way to achieve your main goal

This would mean scaling the image, and not the map. I guess you could rig up something something like that in GN, but it wouldn't be in the UV editor... and you could never  transform  a coordinate system without that being the equivalent of an inverse transformation on the entity measured by it... it's kind of what coordinates are.

My conclusion is that as it stands what you want to achieve is impossible in Blender. Geometry transformations are one directional, what happens in the 3D view may or may not translate to the UV editor, but what happens in the UV editor only affetcs UVs, not geometry positions. This would only work as expected in the simplest of cases like the illustrated plane, not on complex geometry. Anyway this sounds like the XY Problem , why not use other types of texture coordinates instead?

There is a very easy solution: duplicate the object and edit the mesh only by sliding/cutting edges and delete unneeded parts so only the part you want is left. It will leave the UVs at the position and size it needs to be.

Or just cut the parts out with the knife tool and separate them.

Thank you so much that works perfectly! @MartynasŽiemys


text:
White screen gray image
When I try to render image, I get a white background and solid gray silhouette of my image. Not sure if I made a mistake during shading. I will attach my Layout, Shading, and Rendering screens here.

Hello and welcome. Please don't write in all caps in the title or body of any posts, it is the written equivalent of shouting, is harder to read and may be considered rude. Please use the [edit] button below the post to change your text into regular case.

What you see in the lower image is not the camera view. The render will be made with the view from the camera.

Every issue on this site is Blender issue. It's redundant to mention that in the title. You should give your questions a descriptive title that would tell people what the question is. "White screen gray image" is still a very vague title that does not communicate much meaningful information. Something like "Rendered Image Shows White Background and Gray Silhouette" would be more informative.

You have a single metallic object in your scene. It is reflective and therefore its look depends on the environment it is in. If you set your world background to single color, that's how it would look.

If you place the object into some environment where there is something for it to reflect, it would look different. One way to do that would be to use HDRI environment map:

If you want the object to have reflections, but the HDR image not visible in the background, you can use Light Path node's Is Camera Ray output to mix the HDRI with some single color:


text:
Add a modifiers uv project with python
Can someone tell me why this code doesn't work?
I would like to use my object "Camera" as a projector in my modifier "UVProject"
import bpy

bpy.ops.object.modifier_add(type='UV_PROJECT')
bpy.context.object.modifiers["UVProject"].object = "Camera"

The value you are trying to set is a collection so you have to choose an index as you can have several projectors, use:
bpy.ops.object.modifier_add(type='UV_PROJECT')
bpy.context.object.modifiers["UVProject"].projectors[0].object = bpy.data.objects["Camera"]

See bpy.types.UVProjectModifier.

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


text:
Can't use dyntopo to add details + need tips for sculpting workflow
So I made a model then sculped it.  Made the basic mesh and then added muscles and some other details in sculpt mode! And now should i add details or retopologize it to make it less heavy then again sculpt details? I tried it and when I needed to use Dyn topo the whole mesh decimated to a very low resolution. Smoothness! I'm is pretty sure this is not the correct workflow. Please guide me I'm a noob. Before using dyntopo:
]
the latter is after enabling dyntopo

Please avoid capturing your workspace with a mobile phone. I would appreciate it if u edited the question added a screenshot of your screen. You can easily do this by going to  View > Viewport Render Image

Okay i've edited it! Will take a screenshot and post it soon!


text:
Blender weight paint, brush doesn't work properly on the mesh it barely affects the object
I got a problem of weight paint.
As you can see, brush doesn't work properly on the mesh.
https://www.youtube.com/watch?v=AStk0BR3cp0&feature=youtu.be
I tried removing and reinstalling blender, or using other version of blender, but still the brush barely affects an object.
How can I solve this problem?

I tried to duplicate your video to no similar results, but It looks like is had to do with some setting you must have changed. On the left hand side check the dropdown menu for stroke and curve and check those settings, Stroke should be on space, and curve should look like its going top left to bottom right in a slope. If that doesnt work check the options tab on the left and make sure restrict is not checked on and neither is the x mirror or topology mirror.
If all else fails, under the file tab all the way up top just select "load factory settings" and that should resolve your issue. And if that fails then maybe it was a bug in the version you're using which is very old, you should update to the latest stable build which is 2.79

It work! I installed multiple versions of blender and that was the problem! I deleted every version of blender and install only 2.79 and it work! thanks for reply!!

no problem! could you mark my answer as the correct answer please! Thanks again!


text:
Render image output disappeared with White screen
In cycles render mode all objects are clearly rendered, but in the inal render image, objects disappear.

This sounds very much like you unticked "visible in render" for all
of your objects in the scene (the camera symbol in outliner). While
the rendered-view style in blender shows all Objects that have
"visible in view" ticked in the outliner. So there can be
discrepancies between visibility in render and the visibility in the
rendered view.
Maybe you are rendering on a wrong layer? Or you have wrong layer settings... For example make sure you have all layers with your objects activated on the renderlayer:
Maybe your main camera is not what you think and it is located somewhere where there really is nothing to see

(If this doesn't solve your problem provide some more info or a blend file, as there might be other problems with the same symptoms.)
Happy Blending! :)

thank you so much :) https://mega.nz/#!SCxg2AxS!2NwxwSGwRwLfpZg0i1Z-Qub-s4INg0-58Did1lqNGOU -> here i attached my blender file and find the problem .thanks

Thats an awesome scene you have there! :)   I included the solution to my answer. You have to activate the layers you want to render on your renderlayer (see picture)


text:
How to get UV to be straight?
Because of the intricacy associated in this room i'm modeling instead of building the entire room then uv-unwrapping i'm instead doing it piece by piece. I did the floor first and it looks good in unreal engine 4, but then i stated the walls and when i unwrapped them it came out looking like this in the uv editor [pic below] does it look like that because of the way the camera was in the 3d view port? and regardless of what caused it how do i straighten it up or is it fine the way it is?

Use Smart UV Project instead of plain unwrap.

Or unwrap with Angle Based. This requires you to set seams first though, but gives you the control where the seams are. Smart UV Project projects simply fom differen views. Think of uv mapping like a cutting pattern for a trouser for example.

First, Select the object in object mode and apply rotation and scale. Second check your model for any connected polygons that will stretch the final map. Think about it like origami, where ever you would bend your model to make a paper version, that's where you put the seams. Generally you want to keep square polygons as a square shape in the uvmap. If you have a uneven polygon attached to a square polygon the uv map will stretch the square polygon's normals to match the uneven polygon. Just something to think about.

That's my fast way to create a flat-pattern:
Select Floor -> Shift NumPad7: Mesh -> UV Unwrap -> Project from View
Select Inside Walls: Mesh-UV -> Unwrap -> Unwrap
Select rest of the Walls: Mesh-UV -> Unwrap -> Unwrap
For complex flat patterns in my projects, I've written a python script.
If you want to use it:
Edit mode. - Create a UV Map
select all Items, and set the wished center face active
Open Python Console - Copy / Paste Code into it
Execute "FaceUV()"...
import bpy, bmesh
import mathutils, math

def ptAdd(pt1,pt2):
    return mathutils.Vector((pt2[0]+pt1[0],pt2[1]+pt1[1],pt2[2]+pt1[2]))

def ptSub(pt1,pt2):
    return mathutils.Vector((pt1[0]-pt2[0],pt1[1]-pt2[1],pt1[2]-pt2[2]))

def ptMult(pt1,pt2):
    return mathutils.Vector((pt1[0]*pt2[0],pt1[1]*pt2[1],pt1[2]*pt2[2]))

def ptDiv(pt1,pt2):
    return mathutils.Vector((pt1[0]/pt2[0],pt1[1]/pt2[1],pt1[2]/pt2[2]))

def CopyPt(pt):
    return mathutils.Vector((pt[0],pt[1],pt[2]))

def MinPt(pt_check,pt_min):
    if(pt_min==None):
        return CopyPt(pt_check)
    for i in range(0,3):
        if(pt_check[i]<pt_min[i]):
            pt_min[i]=pt_check[i]
    return pt_min

def MaxPt(pt_check,pt_max):
    if(pt_max==None):
        return CopyPt(pt_check)
        return
    for i in range(0,3):
        if(pt_check[i]>pt_max[i]):
            pt_max[i]=pt_check[i]
    return pt_max

#moves area area on vector vector
def moveArea(area,v):
    for i in range(0,len(area)):
        area[i]=ptAdd(area[i],v)

counter=1
def checkArea(faces,active_face):
    global counter
    counter+=1
    unset_faces=0
    done=0
    for index,face in enumerate(faces):
        if face[0]==0:
            if done==0:
                done=1
                faces[index][0]=1
            else:
                unset_faces+=1
        elif face[0]==1:
            if face[1]==active_face:
                face[0]=2
            else:
                active_face=face[1]
    #TODO hier weiter
    if counter>1000:
        print("DEBUG: LOOP\n")
        return 0
    return unset_faces

#index_face,state,point_coords,point_indices
#state 0...todo
#state 1...active_base
#state 2...finished

def Abwicklung(face_base,face_move):
    #index_face,state,point_coords,point_indices
    if(face_base[0]==face_move[0]):
        return
    if(face_base[1]<1):
        return
    face_base[1]=2
    if(face_move[1]>0):
        return
    index_pt1=None
    index_pt2=None
    for i1 in face_base[3]:
        for i2 in face_move[3]:
            if (i1 == i2):
                if(index_pt1==None):
                    index_pt1=i1
                else:
                    index_pt2=i1
                    break
        if(index_pt2!=None):
            break
    if(index_pt1==None or index_pt2==None):
        return
    TransformStruct(face_base,face_move,index_pt1,index_pt2)
    face_move[1]=1

def TransformStruct(f1,f2,index1,index2):
    print('Transform')
    pta1=None
    pta2=None
    ptb1=None
    ptb2=None
    for i,index in enumerate(f1[3]):
        if(index==index1):
            pta1=f1[2][i]
        elif(index==index2):
            pta2=f1[2][i]
    for i,index in enumerate(f2[3]):
        if(index==index1):
            ptb1=f2[2][i]
        elif(index==index2):
            ptb2=f2[2][i]
    if(pta1==None or ptb1==None or pta2==None or ptb2==None):
        print("FATAL: TransformStruct: not all points found")
        return
    ptc1=ptSub(pta1,pta1) #0,0,0
    ptc2=ptSub(pta2,pta1)
    ptd1=ptSub(ptb1,ptb1) #0,0,0
    ptd2=ptSub(ptb2,ptb1)
    rotc=atan2(ptc2[1],ptc2[0])
    rotd=atan2(ptd2[1],ptd2[0])
    e_rot=mathutils.Euler((0.0,0.0,rotc-rotd),'XYZ')
    print("Face: %5.2f,%5.2f %5.2f,%5.2f | %5.2f,%5.2f %5.2f,%5.2f"%(pta1[0],pta1[1],pta2[0],pta2[1],ptb1[0],ptb1[1],ptb2[0],ptb2[1]))
    for i,pt in enumerate(f2[2]):
        print("pt: %5.2f,%5.2f"%(f2[2][i][0],f2[2][i][1]),end=' => ')
        f2[2][i]=ptSub(pt,ptb1)
        print("%5.2f,%5.2f"%(f2[2][i][0],f2[2][i][1]),end=' => ')
        f2[2][i].rotate(e_rot)
        print("%5.2f,%5.2f"%(f2[2][i][0],f2[2][i][1]),end=' => ')
        f2[2][i]=ptAdd(f2[2][i],pta1)
        print("%5.2f,%5.2f"%(f2[2][i][0],f2[2][i][1]))

def FaceUV():
    obj = bpy.context.edit_object
    if obj == None:
        print("no Edit Object selected\n")
        return
    me = obj.data
    if me == None:
        print("no Mesh found\n")
        return
    bm = bmesh.from_edit_mesh(me)
    if bm == None:
        print("no BMesh found\n")
        return
    uvlay = me.uv_layers.active
    if uvlay == None:
        print("no selected UV Layer\n")
        return
    active_face=-1
    for fa in bm.faces:
        if fa.select:
            active_face=fa.index
    if active_face<0:
        print("no Face selected\n")
        return
    face_struct=[]
    n0=mathutils.Vector((0.0,0.0,1.0))
    #read and rotate faces:
    for fa in bm.faces:
        n=CopyPt(fa.normal)
        q_rot=n.rotation_difference(n0)
        e_rot=q_rot.to_euler('ZYX');
        state=0
        if fa.index == active_face:
            state=1
        n.rotate(e_rot)
        #index_face,state,point_coords,point_indices
        face_struct.append([fa.index,state,[],[]])
        item=len(face_struct)-1
        for ve in fa.verts:
            p1=mathutils.Vector(ve.co)
            p1.rotate(e_rot)
            face_struct[item][2].append(CopyPt(p1))
            face_struct[item][3].append(ve.index)
    n_faces=len(face_struct)
    n_finished=0
    i=0
    #erstelle Abwicklung:
    while(n_finished<n_faces):
        n_finished_old=n_finished
        n_finished=0
        for f1 in face_struct:
            if(f1[1]>0):
                n_finished+=1
                for f2 in face_struct:
                    Abwicklung(f1,f2)
        if(n_finished_old==n_finished):
            break
        i=i+1
        if(i>10):
            print('DEBUG i Overflow')
            return
    #einpassen in UV (0,0 - 1,1)
    ptmin=None
    ptmax=None
    for part in face_struct:
        for pt in part[2]:
            if(ptmin==None):
                ptmin=CopyPt(pt)
            else:
                ptmin=MinPt(pt,ptmin)
            if(ptmax==None):
                ptmax=CopyPt(pt)
            else:
                ptmax=MaxPt(pt,ptmax)
    pt0=[0.0,0.0,0.0]
    #fit into 0-1:
    vec_move=ptSub(pt0,ptmin)
    scale=max(ptmax[0]-ptmin[0],ptmax[1]-ptmin[1])
    for part in face_struct:
        for i,pt in enumerate(part[2]):
            pt=ptAdd(pt,vec_move)
            part[2][i]=ptDiv(pt,[scale,scale,1.0])
    #UV mesh erstellen:
    faces=[]
    vertices=[]
    vindex=0
    for part in face_struct:
        indices=[]
        for pt in part[2]:
            vertices.append(pt)
            indices.append(vindex)
            vindex+=1
        faces.append(indices)
    uvlay.name='Abwicklung'
    uv=me.uv_layers['Abwicklung']
    uv_layer=bm.loops.layers.uv.verify()
    for nf,fa in enumerate(bm.faces):
        face=face_struct[nf]
        for nv,lo in enumerate(fa.loops):
            pt=face[2][nv]
            luv=lo[uv_layer]
            luv.uv=[pt[0],pt[1]]

#End of Code


text:
How to model an object with width and depth, based only on an image that shows the outline?

I am able to layout the shape using vertex extrusion but not able to give like width to it.

if it's flat you can just extrude the shape you've drawn

U mean extrude using median point or individual origins??

I have added picture of what i have done , as u see i want it to have depth like in the original image (inward or something like that)

oh ok I misunderstood what you meant, maybe share your file: https://blend-exchange.giantcowfilms.com/

Ok gimme a minute

Its taking so long to process , I am new to it so don't really know how all this work

I have added can u plz check

Yes, I'm going to answer  ;)

Thank You Brother

I finally got it done, just want to thank you for helping.However I used a slightly different workflow than you suggested.I was not much familiar to Illustrator so i could not track the image properly as suggested by one of you, So i did it in blender, I used a plane and traced the whole image in wireframe mode just by extruding and adding loopcuts when needed(Mirror Modifier On), and used subdivision at the end and it turned out pretty fine.Hope this help any other user having the same problem.Thank You

Be sure to apply all the modifiers and then extrude it backwards for some depth.

Trace the shape as path in a vectorial drawing program like illustrator or Inkscape

and save as SVG.
Then import the svg file into blender.
For a filled shape set the curve to be a 2D curve and filled to "both"

Give the curve some extrusion.

Form there on you can convert the curve to mesh for further editing.

Wow Thank You So Much Brother

I thought it would be easily fixable but your shape is a bit more complexe than I thought. If I had to do it from scratch, I would follow the shape with some extrusions, like this:

If you want to start from your current mesh, delete the extrusion to only keep the edges, don't forget to remove doubles, give some extrusions to the remaining edges, like this:

Etc... then extrude to give it thickness and give it a Subdivision Surface modifier to smooth it.

You could also convert your edges to curves, and give it thickness, but it will also need rework.

Thanks For Putting In the time brother, really appreciate it.
However, i already tried what you are saying but it look very jagged and i want it smooth, I also tried subdivision after following the shape through extrusion but it doesn't satisfy me that much.
Anyways Thanks Again

I'm not sure why it looked jagged as you say, once you give it Subsurf it should get rounder


text:
Why does the viewport material preview look normal but the viewport rendering looks ugly and messed up?

I'm a beginner and I can't see if anyone else has this problem! It keeps looking so demonic! Help!

Hello and welcome. Please don't crop out essential information from your screenshots, this hides away any details that could possibly hint at what your issue is. As it stands a partial screenshot of the subject without context or further information makes it impossible to diagnose the issue. Please edit your post and replace your images with full uncropped screenshots showing the user interface, properties, and any relevant parameters that might help us solve the issue.

Firs is that you are using two different light and reflection sources, which makes it look different. The first one is and HDR image used by blender, the second one is the sky texture.

There’s almost nothing in the background for the metal to reflect in render except the smooth gradient sky texture, but the material preview in the viewport automatically sets a background HDRI for you (by default of a forest), so you see a much more realistic reflection there. You can set an HDRI in the Shader editor (Blender has some exr ones in its internal data files if you wanna swipe one), just remember add it as an Environment Texture and not an Image Texture, or it won’t map properly. (Yes this is a repeat problem but idk how to search for it as the titles are all different)


text:
How can I create a realistic glass material?
I have a serious problem. I am confused about making real glass material. If you are able to help me, then I will be very grateful. Thank you! ♥
Material that I want to make:

My Shader Editor:

Rendered image:

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Use the Principled BSDF shader.
1) Use only Principled BSDF node.
2) Set Transmission to 1 (to get physically accurate glass), but don't touch anything else.
3) Set Roughness as desired
4) Boom. You're done.
Physically accurate glass using only Principled BSDF.

... or you could use the Glass BSDF.

Thanks for the advice :). I always thought Glass BSDF is the older, less accurate way to do it, however I may be mistaken. What are some situations where Glass BSDF is more appropriate?

For instance when you don't need any of the other parameters because you only need a simple glass shader without any blending with a diffuse or metallic material. The Glass BSDF only allows to control the IOR, Roughness and Normal.

I see. As I understand it Principled BSDF also takes care of a correct Fresnel value, and adds a Transmission rougness value, which together results in a more physically accurate material. But in some cases Glass BSDF is probably enough :).

I would have to look up how the Glass BSDF is implemented, but Transmission roughness from the Principled BSDF should be similar (if not equal) to the effect of the Roughness parameter. Fresnel is simply the effect of the reflection being stronger than refraction at grazing angles. The Glass BSDF has the Fresnel effect as well (otherwise it would not look like glass at all).

Here’s my solution playing with the Glass and Glossy shader.


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How can I model a skirt?
I’m a Blender beginner and I was just wondering if anyone could tell me how to make a skirt similar to the one in the picture below, just for extra background info cylinders were used to create the skirt. How do I model a cylinder to resemble the shape of a skirt. Thanks for the help, if someone answers! :)

Hi Likes Sims! Welcome to Blender Stack Exchange. It's helpful for us if you can provide a minimal working example, or something that shows what you tried. We can then build upon your approach or explain any potential errors.

Add a circle.
Add a subdivision surface modifier.
With all vertices selected, perform the Checker Deselect operation to select every 2nd vertex.
Scale the selected vertices inwards.
Select all and extrude them.
Select the resulting rings with Alt clicks and scale them accordingly.

I didn't know that this checker deselect exists. It seems super useful and no longer doing it manually lol

there is also "select previous/next active" that helps a lot: https://www.youtube.com/watch?v=uO5-RB66tdU

The last fold is a really nice touch! Thanks for showing us the technique.

In addition to @Leander answer, you can use "cloth" simulation to give some custom real shape to the mesh (there are also fake legs inside the skirt as collision to generate additional shapes)


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How to use a texture in real world scale?
How to apply texture on an object in real world scale? I mean can I control the texture scale mathematically like in 3DS Max? If I have the pattern which is 1000 by 1000 mm, I need to apply it on a model with this exact size to represent the product I design as defined as possible.

Suggestion.  Rephrase your question for clarity of content.  What program is that in your screen capture?  Blender has UV Maps and many settings for UV Maps.  I am guessing because I do not find your question sufficiently clear.  Blender also has units or measurements.  Tutorials also exist for that on the famous video website.

Suggestion.  Remove your spelling errors.

Have you used a UV Map?  If yes,  can you show your work as a Blender screen capture?

Blender has settings in the UV Panel.  I would imagine most of those settings you need are simple multiplications.  I could be wrong.  Drivers with Python can also calculate numbers for you dynamically.

There are multiple choices of texture spaces you can use in Blender.

If you decided to use Object space instead of the UV space, you would have some control over it in the Object Data Properties panel in the Properties Editor:

However with UVs typical thing to do to control the scale of the texture would be to use a Vector Mapping node in the material as you see in the example or to scale the UVs themselves. UV space can and often must be warped and shaped in many ways that are impossible to match to the actual scale of the object so if you want a UV mapped texture or parts of it to match the real size you have to make sure that happens yourself.
You could make yourself a plane of the same size you have the texture, place the texture on it and then match the scale of it on the object visually or you could project the UVs in a specific way so you know that what you project is some specific length compared to your texture and maintain the ratio by scaling the UVs by that ratio... there are probably hundreds different situations and hundreds of ways of doing this so you just have to come up with one that suits your situation best.