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I am trying to inset the bottom face of an object but no circle is appearing?

I am following this tutorial https://www.youtube.com/watch?v=hBztmFHkNQo, and I am trying to inset the face of the bottom, but when i try to inset the face no circle appears.
I can see the arrow and dotted line to the centre and the bar at the top shows that the thickness is changing. when I inset the top face it is visible but not when I do the bottom face.
I am up to 4:43 of the video.
here is the blender file :

Hello please tell what minute of the video you're refering to and share your file: https://blend-exchange.com/

Hi, Jack, and welcome.  You're going to attract better answers if you try to save folks as much work as possible. It's too much to expect potential answerers to wade through an entire video with advertising, trying to guess what you mean by 'the face at the bottom'. Please illustrate your problem with a screengrab from your workspace, showing what is not working, and indicating the result you want to achieve.

@RobinBetts: That's a great moderator's post! I am glad you are now moderator too!! and of course you got a vote from me! ;) and quellenform as well ;)

Sorry if my question sounds stupid, but since you didn't provide any screenshots of your model or tell us where in the tutorial you are, I suspect it's the basic modeling of the stem. Is the bottom of the stem closed with a face or is it open? You can only inset a face, if the bottom is open and you've just selected a ring of vertices, you cannot inset anything, because there is nothing. Still, the tool will show the changing Thickness values when you move the mouse.

sorry ill ad a screenshot

would you like a screen recording perhaps?

actually nevermind Gordon Brinkmann solved my problem, thank you

@Jackryan Glad to hear that, but actually an open bottom wasn't the problem in your mesh. When you select the edge loop, you select one of two that are in the same place (that's why you then only see selected vertices/edges without the bottom face being selected). An edge loop cannot be inset because it's not a face. This wouldn't happen if you were in Face Select mode and selected the bottom face directly, then the inset would work, however you still have duplicate vertices on the edge. To get rid of them, select all with A, then M > Merge > By Distance.

@Jack Thanks for the edit. :)

The tutorial invites you to AltLMB click one of the edges around the bottom face, to select the edge loop of which it is a part. When you do that, it does not select the bottom face, which, when you are more experienced, will arouse your suspicions. (Somehow, you have selected the loop, but not the face.)
Jiggling one of the vertices in the loop reveals that there are double-vertices in it:

The outside loop won't inset, because it's blocked by the coincident inside loop. There is already an inset, of 0, perhaps left behind by a previous attempt.
When you 'cancel' an inset or an extrusion by right-clicking, it does not cancel the generation of new geometry; only the move. It just drops the new geometry in place.To cancel the whole operation, you have to undo, with CtrlZ.
TL;DR
Select all, and M merge > 'By Distance'. That will weld all the coincident vertices together, so you can have another go.

Nice trick to reopen the question, when I wrote my comment with the solution the  question was still closed so I couldn't answer...  :D

@GordonBrinkmann Sneaky... isn't it ? >8D  ...  Having torn a little bit of a strip off Jack, I felt honour-bound to reopen after his edit and request , and to guarantee him an answer. I should have paid more attention to the commentary and left it to you, sorry.....

No problem, I cannot wait forever until you stoop to re-opening the question. Time is money :D


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Why is scaling affecting my bevel?
I want to make my object smaller, but I want to keep exact same bevel (the one on the first picture).
When I make my object smaller, it is also affecting my bevel shape (see the second picture).
How can I make my object smaller, but keep the same rounded bevel shape?

Edit:
Okay, so I tried again. Created a new object. Really making sure I applied scale before the bevel. Made sure X, Y, Z are all 1. Then I go to rescale it on the Y-axes and I still have the same problem.
Or is the problem that I select everything and then scale it along the Y-axes?

Sorry my first answer was for using the Bevel modifier, not the Bevel tool in Edit Mode. I've made a new answer for this case, I'll leave the other for people with similar problems.

Oh, stupid question maybe: when you say "Then I go to rescale it on the Y-axes", you do this in Edit Mode or Object Mode?

If you've made sure that the scale is applied before beveling and you still get an uneven beveling amount, take a look if following settings are used for the Bevel tool:
When the Width Type of the Bevel tool is set to Offset (which is the default) or maybe Width, Depth or Absolute it should most likely be correct and evenly spaced in X and Y direction:

However, when the Width Type is set to Percent, then the amount of bevel is relative to the length of the edge along which it is beveling. So in the image below it is set to 50%, and 50% of the edge in X direction is much less in absolute meters than 50% of the edge in Y direction:

Thank you for sharing the screenshots! But the problem happens after I already used the bevel. So yes I am indeed bevelling in Edit mode, so I just used Ctrl+B. Then after a while I realised I wanted to make the object smaller on the Y-axes. Since I already beveled I cannot change that bevel. So applying the bevel itself is not the problem. It shows up how I want it, but when I want to rescale my object it changes. So basically I want to make my object smaller in one direction AFTER bevelling it in Edit mode with Ctrl+B. So how do I do that without the bevel changing shape?

@DPlayground Oh my, now I understand - sorry it took a while. You have beveled the mesh - not procedural with a modifier, but in Edit Mode, as we say with a destructive method (meaning you have permanently changed the mesh). And then you want to scale it afterwards... well, that's why people use modifiers. If you first fix the bevel in the mesh and then scale it unevenly on certain axes, then the bevel gets distorted with it as this is now the fixed mesh which you stretch. Never bevel anything in Edit Mode unless you know this is how you want to keep it.

@DPlayground  Now the only thing you can do this select the beveled part and move it on the Y axis with G until it is the size you want it.

Ah clear, so its a very permanent method. So then my next question would be, if I use the Bevel Modifier instead, how can I use that on only those two selected edge? Is that possible?

Actually this site is for answering one question at a time ;) Especially if it would require more elaborate answers it's best to split it up in several questions on different topics. But yes, it's possible with "bevel weights" as a quick tip on what to search for.

Okay! Thank you so much for your help!

//EDIT #2: Forget this answer. This helps people using the Bevel modifier so I'll leave it here, but I should have read the question more carefully... you are beveling in Edit Mode, it seems.
Beveling dimensions are in relation to the original underlying mesh size. If you scale an object in Object Mode instead of Edit Mode, it is scaling the object to make the mesh appear in a different size, to say it simplified - the mesh stays the same size, it only appears smaller.
So you either have to scale the mesh in Edit Mode to change its original size, or in Object Mode you have to apply the scale after changing it with Ctrl+A > Apply > Scale to make the scaled dimension the original mesh dimension.
//EDIT: Just to make something clear which came up in the comments. Applying the scale makes the original mesh size larger (or smaller) and hence the bevel amount might now give different results as it is not automatically changed according to the applied scale.
Therefore it is always best to first apply a scale and then set the bevel amount to the desired size. And although applying the scale at first might seem to "destroy" the bevel, it is important to get evenly sized bevel amount in all directions, because unevenly scaled individual dimensions might make the bevel look distorted in certain directions.
The other way would be to first apply the Bevel modifier and then apply the scale. However this makes the change in mesh permanent and you can no longer tweak the bevel settings.

Thank you for that! However, I already tried revising along Y-axes and then Apply > Scale. This doesn't make a difference. The bevel is still changing. Scaling in Edit Mode also gives me that change in bevel size.

Please share your Blend file via https://blend-exchange.com/ following the instructions there so that we can see what's going on.

@DPlayground Well, the problem is, let's say a cube edge is 2 m and you scale by 2, then it looks like 4 m. The bevel creates a half circle with a size of 1 m, because 1 m from one side and 1 m from the other is the (mesh) dimension of 2 m - since the modifier ignores the scaled 4 m. If you now apply the scale, the modifier doesn't get resized. It's still 1 m from both sides, but the mesh is now 4 m instead of 2 m. The modifier won't get the scale applied. So it is always best to apply the scale before using modifiers.

@DPlayground The other thing is, and that's what I saw in your screenshot, is when an object is scaled different on the individual axes. Let's say its scale on X is 1, but on Y it is 2. Then a bevel of 1 m will be 1 m in X direction but 2 m in Y direction.. so although the bevel is set to 1 m for all axes, it doesn't look even sized in both dimensions - and this is caused by the uneven scaling. So applying the scale is important to get the bevel evenly spaced, ut it'S not automatically fixing the change in dimensions which might make the bevel appear larger or smaller after applying the scale.

@JohnEason No need for the file, this is exactly as it is expected to work. I edited in as to why this is so.

Ah ok. Yes. That's clearer now! :^)

source: Stack Exchange

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

sort: votes


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I'm not able to see anything In the UI

All the regions of my user-interface outside the 3D view have disappeared, and I don't know what is happening. I can't find a way to fix it. What should I do?

Make sure your graphics drivers are up to date.

That's probably a graphic issue. You should investigate your card diver and settings.

@RobinBetts - You do see the missing timeline, outliner, properties, and header, right?

@ChristopherBennett Ahhh! I see! Fair enough.

@Python_EXPyt Apologies for my earlier misunderstanding. I think this is probably a hardware issue, and so off-topic, but my previous reasons for closing were unfair. I'll leave it to others to decide.

Lol. Maybe "See" isn't the right word for it...

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


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When I press S for scale it wants to shrink/flatten
So when I want to scale (still a noob) it just raises the plane.
In the top right (when I press S) it says 'Shrink/Fatten', not 'Scale'

Don't worry, there will be a solution. The normal shortcut for Shrink / Fatten is Alt-S.  If you don't have a stuck Alt-key, to help others figure out what's up, could you check out your KeyMap,, under Header > Edit > Preferences? Have a look at the S and Alt-S bindings, and include those in your question.. https://imgur.com/a/gPVFPHf

If you go into the Preferences >Keymap, click on Name and press Resize, what do you have under 3D View? Maybe you've changed the shortcut?

I did check the keybindings and shrink is alt-s.. what now?

try resetting to factory defaults by clicking file and then reset to factory defaults


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Not smooth in corners mesh topology
I made the mesh by bridging two meshes. Both meshes have the same number of edges and are connected correctly. I applied auto-smooth shading and tried to use the subdivision modifier, but nothing helped me avoid sharper parts on the corner. What is the best practice to make meshes more smooth except auto-smooth shading?
UPD: I understand that the problem starts from my two meshes. I want to connect with different round-corner options (distance between the edges). But I don't know how I can fix it.

Could you provide the blend file? https://blend-exchange.com/

"What is the best practice to make meshes more smooth except auto-smooth shading?"  A combination of two things: 1) use good topo (here, your faces are strongly non-planar considering their size); 2) use fewer vertices.  Your shape is a curved box.  So make a box, and make it curved only via subdivision.  Gotta also say, looks like you're bevelling boundary edges, no idea what the plan is there or what a bevel will do with that.

Sorry, do you mean the subdivision modofier? I can't understand how to make the ellipse with different round corners from a rectangle face.

The ellipse can be a stretched hexagon.

Thanks for all I found the decision!


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text renders in black when it's red in 3d view, why?
I want to make this text red, which it is in the view port but when i render it out as a PNG image sequence and add it as a image sequence in the VSE it comes up black.
I've tried tickering with options such as ticking object colour, making the texture and materail colour the same, getting rid of the secular light but nothing works and im getting really frustrated.
I'll link my blend file here:
Here's my original question which this problem arised from: how do i achieve this simple text animation?
any help with the original question ive linked would be a huge help as the person who i followed the answer to before has gone silent so i'm stuck.

There's no light source in your scene. What you can do is give your text's material an emit value (in this case 1).

Or alternatively you could check the "Shadeless" option.

cheers that solved my problem, close the books on this one!

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


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want to make this 2D comic animation smoother, but no idea how
I've made this ultra simple keyframed animated image. I've being following alimayo arango's tutorial; https://www.youtube.com/watch?v=VlXALr66pLo
But it's not nearly as smooth as i'd like it to be. Examples of what i'm aiming for would be Kaptain Kristian's video on watchmen (2:23-2:32 comic animation):
https://www.youtube.com/watch?v=5oltd-Jsi2I
All so far i've able to achieve is a simple LocRotScale keyframe to make the character's arm move but you can see the gap between the shoulder, is there a way to fix this?
Lastly, i was wondering if there were any tips, tutorials or knowledge that may help as i can't find anything related to 2D drawing animation on blender really.
Sorry if this is too broad.
cheers for any help, would mean a lot.

Before uploading your file you need to go to File> External Data> Pack all into blend and then save your file so that the textures will be included. Also, it would be helpful to upload a screenshot of the problem so that people might be able to see the problem quickly, without having to download the file.

Cheers for the tip, I'll get on that in the morning

You can avoid tearing/separation by using shapekeys on each limb or whatever.  There are tutorials on this.  Something to learn as a separate item/project and simple shapes to begin with.

As for the Youtube on 'Watchmen' 2:23 to 2:32, that's very easily done in Blender's 3D animation window.  Simply cut out each image on individual 2D planes and move them about, scale etc. as required, using keyframes.  Render in OpenGL for speed.

cheers ive had a crack at what you huys have said and after rendering out my animation it looks really good, so ill try and not make my future question so broad, cheers guys!

have you by any chance tried W > smooth subdivision?

rendered result looks a lot better than i thought it'd be and all i did was make the parts i wanted to animate seprated layer in gimp, import them as planes and keyframe in conjunction with using a circle plane as the parent point of rotation. Let us know if i should elaborate!

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


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Blender 2.82 Baked Domain Mantaflow Issue
I had 2.79b before today (26 Feb 2020) but after so many cool tutorials I updated today!
I've looked at the other questions but frankly those + watching the latest tutorial showing exactly what to select, etc. still no progress here.
(if you think my hardware is part of the issue somehow: i7 8700k cpu, 1080ti gpu + 32gb ram + 1tb hdd+512gb SSD.)
Tutorial mentioned:  https://www.youtube.com/watch?v=QcsxPAbGsKM&feature=youtu.be
At the moment I don't see how to do a screenshot but I can use OBS and record a video (idk lol...ugh I have closed and re-opened Blender 2 times and still no results rendering from the re-baking and all).
So the problem I have is that no particles are rendered/displayed in the viewport after baking is done.  Yes liquid is checked (and rechecked after another person on a different question pointed out that it may look checked initially but in fact is not recognized as checked when baking).  Others have asked this same question but the difference I'm seeing is simply they got resolved and I have not after making the same adjustments and changes to bakes, order of baking the data 1st then mesh, etc.  I don't see what's going on that could mean no particles ever are rendered.  Just out of the box I haven't even tried using the new brushes so maybe I downloaded an alpha version?  Let me know if more information is needed.
I've managed to add the .blend file thankfully.

Can you describe what is the issue you're having? You should [edit] the question to add more details. Does this answer it? https://blender.stackexchange.com/questions/118942/blender-mantaflow-no-visible-result?rq=1

Hi. You seem to have added all the supporting information to your question without describing the initial problem.

Thanks I managed to forget that...adding that in now.


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Why can't I access the rotation and location values of an object moved with empties and constraints with Python?
I created a mesh in a script that has 5 vertices and each vertex is moved by an empty using Hook constraints. This animates the plane to follow the path of a spinning torus based on the animation I had on the empties. The pivot point is at the center of the mesh.
I want to access the location and rotation of the full object. However, when I look at the location and rotation, is not changing and the rotation is always 0, 0, 0 no matter what rotation type I use. Any ideas what could be causing this? I just need the values of its location and rotation on each frame.
This is how I create the mesh... not sure if there is a way that can give me better results:
bpy.ops.object.mode_set(mode='EDIT', toggle=False)
mesh = bpy.data.meshes.new("myBeautifulMesh")  # add the new mesh
obj = bpy.data.objects.new(mesh.name, mesh)
col = bpy.data.collections.get("Collection")
col.objects.link(obj)
bpy.context.view_layer.objects.active = obj

verts = [order[0].location,
         order[1].location,
         order[2].location,
         order[3].location,
         order[4].location
         ]  # 4 verts made with XYZ coords
edges = []
faces = [[0, 1, 2, 3, 4]]

mesh.from_pydata(verts, [], faces)

Modifiers alter mesh at a local level
The hook modifier, or most modifiers modify the mesh data, not the object transform.
The location of the hooked object could be estimated from all the hook empties (average there global translations).
Or use a copy location constraint.  Add all the verts to one group, make that the constraint target.  The rotation can be estimated (depends on mesh) using track to constraints.
For rotation consider parenting.
Can parent an object to 3 of the beautiful mesh vertices.
See this answer https://blender.stackexchange.com/a/175503/15543  The modifier for this case is shrinkwrap.  The cubes are parented to 3 vertices modified "foot" object.

Thanks! This makes a lot more sense and works!
I followed your advice and used the script from the other stack exchange answer to parent the mesh of the ring to 3 vertices. However, I still can't access the data of its location and rotation in the world space... any hints on that part?

In example would use the matrix world of the cube. ie parent an empty to 3 verts of your ring.  The empties matrix world is an estimation of global transform of ring.

Okay thank you! Makes sense


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Plane and Grid are not working as Fluid Effector Collision in Blender 2.82
In my scene the liquid goes through the plane or grid, no matter what the settings are, but with a cube it works as it supposed to.
I've tried with option "is planar" checked and with surface thickness other than 0 but the effect is still the same.

Hi. Please use blend-exchange if you want to provide files for us to check.

Hi, thank you for showing how to upload the file.

Try adding some surface thickness, something like 0.7

I had the same problem.. So I added a value of 0.75 on surface thickness, and it work well !! :)

This also works if you have a mesh that's acting as a collision effector. Higher values may be needed if you increase the resolution of the simulation on the fluid domain.


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Change wireframe modifier to only show rings
I use geometry nodes to create a cylinder, deform it with a noise texture and then add the wireframe modifier. What I want to achieve is (given the cylinder is in Z direction)that I have wireframe rings by deleting all the edges in Z direction.

How can this be done with geometry nodes or the wireframe modifier?

What's the reason for making a cylinder in the first place? If you need rings, why don't you make only rings in the first place?

I stuck to the cylinder, because I knew how to deform it, make it narrow in the end and also bend it (as shown in the render: https://imgur.com/a/FNivVFA)
I don't know how I can achieve the same results with rings.

@enats  A lot of the effect in your reference depends on occlusion / shadows. Do you want to retain those?

Yes, I want to maintain the occlusion / shadows.

Maybe a shader would be a flexible and economical approach to this..
A given curve can be bevelled. shaped, and displaced in Geometry Nodes. ( A Displacement modifier isn't available on a curve)

The GN group stores the curve's U, 0-1 along its length. That can be used by a material to paint rings around the tunnel:

The shader includes a few nodes for varying the ring-scale along the length of the tunnel, perhaps to aid forced perspective.

Thanks a lot Robin! Can I somehow apply this shader to my existing cylinder I created via geometry nodes? What would be the equivalent attribute like "Spline Parameter" or workflow?

Maybe the Z of the cylinder captured before deformation? Hard to be sure.. go ahead and share on https://blend-exchange.com/ ?

You can very easily make some rings only instead of the cylinder in the first place:


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Batch baking geometry nodes
I have geometry nodes with simulation zones on a lot of objects. To enable remote rendering I want to bake the geometry nodes for each object (yay blender 4.1!).
Is there a way to bake them all in one go, rather than have to bake each one one-by-one? I tried selecting them all and alt-clicking the bake button, but it didn't work.
Baking them one by one is going to take forever.

You could write a python script that iterates over each object and bake it. https://blender.stackexchange.com/questions/318518/how-can-i-get-the-session-uid-used-by-the-bake-geometry-node-using-python#318520

Yeah, I was thinking that was going to be the solution. Looks a little tricky.


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Fibonacci Spiral curve with Geometry Nodes?
I've seen a few posts about creating a "golden spiral" with python but have so far failed at being able to convert the math and code in those posts into a geometry node tree that works.
I'd simply like to modify a curve (or mesh) line into a spiral using the fibonacci sequence using blender 3.4+. Anyone know I would accomplish this?

What have you tried as far when it failed?

Here's a shot at a reasonable interface to a Golden Spiral:

A start-angle of 0 will give a base inner-radius of 1. (You can start from a negative angle) The result can be given an overall scale.


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Is there a sculpt brush which is just moving mesh?
I want to adjust clothes to character using a sculpt mode, because basic scale/move/rotate is not enough for me. I just want to move mesh part outside of character by dragging it. So, maybe there is a suitable brush or addon for it? I've tried to use basic draw brush and it's breaking original shape of clothes.

did you try the grab brush?

@Alex Thank you! It's cool thing but I can't understand how to use it correctly. In front view I can drag verticies to all directions except to me, so i need always look at mesh from side (which is not comfortable). It's still right answer but can you provide more details?

I posted a more complete answer, hope that helps

You can use the grab brush to adjust a mesh shape. If you just click and drag, it will move the affected points on the X and Y axis from the current viewpoint. It is mostly used to change the silhouette of the mesh.
If you hold CTRL while you click and drag, it will "push" the affected vertices on their normals. It wont move them towards you, but this is pretty close

You can as well use the inflate brush, which is pretty good when you need to fit clothes on characters without breaking the original shape too much. It does more or less the same thing as the grab brush when you hold CTRL, the only major difference is that it behaves more like a pen


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How to create a camera-space 2D bounding box in Geometry Nodes?
I've been trying to create a 2D bounding box. On this website I've found multiple threads about how to do this with code, but not how to do this with Geometry Nodes. Here's an example of what I imagine this would look like. In my case this would be more like a plane slicing through the source mesh or being in front of it:

So far I've been able to figure out that I will need the x and y axis, relative to the camera viewpoint. The "Attribute Statistic" node also seems necessary to get the minimum and maximum positions on camera's x and y axis.
I also tried a couple things with the "Bounding Box" node, but I can't make it face in the direction of the camera without it no longer fitting the source object. If this was possible, I could simply take the frontal plane. That this plane would appear slightly larger because of perspective is not an issue in my case.
Any help is appreciated!

This is a camera space bounding box. You would need to calculate a camera space min/max x and y and then use that to draw the bounding box

@Markus von Broady How fascinating! However, how does one actually go about calculating the camera space min/max? This does not seem obvious to me or quite possibly, practical.

Here's an old method that I recycled for you to do the trick. Although it may not be elegant, it is rather straightforward.

First, we'll take the object to be boxed and reproject it to the camera view.

Once we use a bounding box to encompass our newly flattened object, we would have achieved our goal. To do so, we will align the flattened object to world origin by applying the inverse camera rotation.

Doing so, allows our bounding box to be dynamic for any shape or object. Now, we can apply the Bounding Box node. Even though our bounding box becomes a flat plane when used, its geometry is still that of a box so, we only need 1 face. Thus, we will select the top face of our bounding box since it is the face that is visible to the camera. This face is indexed at $2$. Finally, we'll revert the 2D box back to camera view.

Here is the result.

For some extra parameters, I included a Scale and Material for you. The Scale is for you to control how far away 2D box is from the camera and the Material is for you to control how the plane looks when rendered.

Blender 4.0.2

I don't know what I was thinking, my brain just wasn't functioning when I read this, that's why I made an answer that said the same thing.  Sorry.

lol. It's understandable. I didn't really explain in-depth how this node tree works because it was a duplicate answer, I made months ago. A person would just have to go through it and play with it to realize my intentions.

Thanks to Obfuscate's reply I managed to find a different solution:

First we rotate the object to align with the camera. We can do this by using the inverted camera rotation. Since I'm still working with Blender 3.6 that looks a little different from Obfuscate's Blender 4.0 solution:

Then we create the 3D bounding box and undo our previous rotation by re-applying the camera rotation. Now we have a bounding box that faces the camera:

After that it's just a matter of separating out the frontal face. As I mentioned in my question, this means that the "2D bounding box" will always appear a little larger than the source mesh. This is fine in my case:


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Trying to figure out how to model this shape
I'm working on creating 3d text for a custom wordmark that isn't a part of any text library. Getting kind of stuck on how to best make the "M" in it.

I feel like it should be relatively easy, but I'm getting stuck on how to get those curves in there.
So far I started out with a cube then used loop cuts to make some sections.

Thanks in advance!

I would just follow the shape.

This looks as if you the vertices in the inner part of the bow don't share the same xz-coordinates as the outer ones. It seems easier to me to model the base plane first and extrude it afterwards.

I would go with the "Trace a logo" option https://www.blendernation.com/tutorials/blender-3d-beginner-tutorial-creating-a-logo/

With the Red Marking with the Bezier curve set handles to vector Press V and trace out the letter like this. With the Blue marking make sub divide verts.

After tracking with the vector handle. Now select the blue marking (sub divided) and make it free handles (Press V) and pull it up and with the side handle adjust it.

Final result

Press Alt+C convert to Mesh.
Press A to select all and Press F to fill faces
Now select the faces and Press E Extrude.

As said by Leander you should follow the shape, here is a try:


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How to parent correctly
I made a sonic model and am now into the rigging process.I separated the mouth eyes, nose, and mouth from the main mesh and planned on parenting all three of them to the head bone so that they would follow the head. For some reason the mouth isn't following the head correctly and whenever I rotate the head bone. There's always a break. You should be able to see the blend file, and if you rotate the head you'll see it doesn't follow the right way.

Hello :). Consider sharing your .blend file, so others can take alook.

Thank you for that.

How come after asking that, you never bothered to try to help me??? Its been months...

Hey :). I just don't know much about rigging. However, if you edit your post (add more tags, use paragraphs), perhaps others will help you. Good luck :).

Posts should be self explanatory without having to download medium-sized files. I have taken the liberty of adding a screenshot of the gap. Is this the problem you are describing? Also, your tags are completely incorrect. This question is not about rendering. It is about rigging. I have added the correct tags, so the question can actually be found. I know that finding technical terms is very difficult, but you should try to search for weight painting (also in the tags now). How did you create your vertex weights and why do you expect the mouth and face mesh to actually line up?

Hey, just a quick tip, if you want to understand the process of rigging and how to get rid of artifacts don't use Rigify.
I know it can be tempting always to take the easiest route possible but especially as a learner you should invest some time and effort into understanding Blender's default features before diving into Add-ons. I'd advise you to watch some tutorials on rigging online and redo your rig manually. That might be a good first step to at least understand the source your problems.


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How do I keep my quick fire+smoke going for the whole animation
The quick fire was working great on my animation, but when I did an open GL render(hope I said that right) after a few seconds the fire stopped moving and froze entirely with it’s motion. Is it because I haven’t baked it yet? Did this only happen because it was a gl render? Or is there some way to control how long this fire goes. I would upload the file but it’s too large for blender exchange. But if you feel you need it, to answer the question I cane sent it to an email via Sendspace.

Hi. You have mentioned some suggestions, please try them first. (A) Try baking it. (B) Try not using the opengl render, but cycles instead. | And there seems to be conflicting information. Does the fire look fine when played back in the viewport? How did you render and view the opengl render? Can you add a screenshot of your fire simulation settings and your render settings (especially start and end frames etc...)

Thanks. This helped a lot.


text:
Same animation is displayed different in edit/object mode when animated object is selected
I made an animation in the edit-mode and then I noticed that it looks different in the object-mode.
I wonder why there is such a difference, and I have no idea what thats causes.
The problem appears only if I select the animated object.
Here is the animation in the edit-mode:

And here in the object-mode:

Maybe it has something to do with the empty objects, or with the empty objects in combiation with the path.
I already tried to change them but that changed nothing at the outcome.
So why is there a difference, and how can I remedy this?
The Blendfile is attached.

EDIT: If I delete the path the problem is gone. But I need the path.

There are transformations and deformations by modifiers.Enable Display Modifier in Edit Mode on the modifiers to see the modifier effects in edit mode. Optionally also Adjust cage to modifier result.


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Baking a Fluid at 150res crashes, but baking at 300res doesn't?
I've been having this problem for a good week now. I have a very simple scene set up. Water comes out of a pipe and lands in a pan. There's literally nothing else.

That being said, whenever I try to bake the fluid at 150 resolution, my computer crashes. I noticed when attempting to bake with Task Manager open that Blender's ram usage goes up to 6GB (I have 8GB and am getting more this Summer). After I view the spike, it crashes.
I haven't always had this problem with baking, as I baked this scene at a resolution of 300 and had no problems. I would like to think that the linked scene would be harder to bake because the cup is a deformed shape, and this scene's pan is a square object (less geometry). Please correct me if i'm wrong.
Here's my fluid settings for the scene I'm trying to bake followed by my fluid settings for the cup scene (bake-d without issues).

The cup scene obviously would require more RAM, right? It even says so, so why can I bake that scene, but not a less demanding one? Its also worth noting that I have been able to bake the pan scene multiple times before it stopped working. Is there some kind of cache I might have filled up? I have tried reinstalling Blender and clearing the fluid cache folder.
Here's my RAM usage when baking the cup scene:

As I mentioned, when I bake the pan scene (at less than half the resolution as the cup scene) my RAM usage flies up to 6GB and crashes my computer.
Crashing .blend file:

@root I tried changing the time to .7, still crashed.

Have you tried clearing your /tmp/ folder?

That would be the cache_fluid folder next to the blend file not the /tmp/ folder.

@ShadyPuck I have tried both of these, neither work.

The issue with the extra ram usage comes from the tubing you have the inflow located inside. While the rest of your scene appears to be simpler than the glass simulation, this pipe as an obstacle around the inflow object is where blender is having trouble. It appears that the biggest issue is the bend in the pipe.
For a solution, cut the pipe as it passes into the domain and disable the fluid obstacle settings for the pipe outside of the domain.
The easiest way to do that would be to select the end of the pipe and the next edge loop and use P->Selection to separate the end into a new object.

The water doesn't travel through the bend in the pipe. Look at my first screenshot, the sphere is where the water starts.

I know the water doesn't go down there, but as an obstacle the whole object is used in the simulation, Actually it would seem to be the length of pipe not just the bend or number of vertices. If you use a small part of pipe as I suggest it uses about 500MB but if you then extend it back past the wall (just with verts at each end) it quickly uses over 7GB.

I don't think that's the problem, because i was able to bake just fine with that same shape/structure before

After examining the Blend you provided, the solution to make this bake again is actually rather simple: Apply the scales of the sphere, the tube and the end ring on the tube. Doing this is always recommended when using physics. That's all I did, and this Blend here is baking fine again:

samblers idea of cutting the tube was by the way very valid: The tooltip in Blender on the volume initialisation type tells you explicitly that complex volumes might require too much ram in initialisation. You might also improve baking times if you follow that advise. I was in a first test also scaling down the emitter sphere in the tube to 0.8 before applying scale, because I could see intersections between fluid mesh and tube on the very first frame already. That was while I turned the fluid collision off for the tube alltogether, and then it baked immediately.


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Python script in start up folder to set 3d viewport shading doesnt work
I am running the following python script to convert 3dview to rendered view, which works fine in the scripting editor but not if run from the startup folder which reports the following type error error.

TypeError: bpy_struct: item.attr = val: enum "RENDERED" not found in ('WIREFRAME', 'SOLID', 'MATERIAL')

Is this a legitimate bug in Blender (I'm using version 3.2.2) that needs to be reported? Or are scripts behaving differently in the startup folder ? API documentation states Rendered is a valid option.
https://docs.blender.org/api/current/bpy.types.View3DShading.html#bpy.types.View3DShading.type
import bpy
import bpy.ops
import bpy.types

for window in bpy.context.window_manager.windows:
    for area in window.screen.areas:
        if area.type == 'VIEW_3D':
            for space in area.spaces: # iterate through spaces in current VIEW_3D area
                if space.type == 'VIEW_3D': # check if space is a 3D view
                    space.shading.type = 'RENDERED'

It's a very specific issue that is very unlikely to be encountered by many users. I wouldn't try to bother the devs with it by reporting a bug. I also don't think it is very likely to be addressed to be honest.
I would try to make it an add-on instead and use
bpy.app.handlers.load_post with @persistent
I would also try to check what render engine is active in the file first and it might be smart to limit it to only one viewport instead of all existing - what if you have many viewports open?.. Might not be a good idea to start rendering all of them instantly.


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How do I create a straight line with endpoints that track a curve when I rotate/move the line?
I would like move and rotate a line, but have the endpoints follow an elliptical curve. In the picture below, as I rotate the line, I want points A and B to stick to the curve.  Then as I move the line up or down on the z axis, the points still stick to the curve. I prefer to do it in geometry nodes if possible.

Ultimately, I want to use the line endpoint x and z locations to create a second 'nested' ellipse whose major axis follows the curve as I move and rotate it. The third point for defining the nested ellipse will be an inputted y and z value where the line intersects the z axis (x=0).  Note I originally did this using a boolean intersection between a sphere (ellipsoid) and a plane, but it's behavior was a little erratic at times when you move the plane around.
Here's what I did so far using spheres as placeholder endpoints (might not need the actual line). Note the factor in the Modifier Properties is set to enter degrees. Not sure how to read the endpoint (spheres) location after rotating.
Here's the end result desired (done with boolean):

Please share your file on https://blend-exchange.com/.. following the instructions there, and editing the link into your post. Then we won't need access to your own storage. Please also illustrate the nested ellipse and its defining points?  Does the Y mean you're going into 3D?

Just updated link permissions so it can be shared.  Also, just realized I could connect the Sample Curve outputs direct to a Curve Line node to make the line.  Now need to figure out how to move it up and down.


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Create repeating geometry across a face
I'd like to create repeating instances of geometry over a single selected face of an existing mesh. Such as the small square cutouts in the pictured panel:

I cannot use a material because the result will be 3d printed and requires real geometry.
A displacement modifier with an image looks awful and has far more geometry than is needed.
There is node to generate points, but only generates randomly distributed points.

I got an answer suggesting I use a grid node or subdivide the existing input face. Subdividing a face only seems to divide at the edges which is not a grid for non square faces. I might be able to use math to parent a grid node to a face, but it will exceed the bounds of the face.
The image I chose for this question doesn't illustrate the question well. The following might help. I can instantiate the shapes, but getting them distributed across a face has my stuck.

Thanks

@HarryMcKenzie I'm allowing myself to reopen, because I think what both the current answer here and the 2 answers in the linked thread are missing is a technique to position the grid on a face of choice. And when in doubt, I think it's better to be on a safe side and keep the Q open. To Jay: consider clarifying your problem by presenting an example mesh (a simple one if possible), on which you want to select one face and fill it with elements. Maybe even model manually the before and after versions of it.

Also, is the face always a quad?

@MarkusvonBroady thank you for clarifying :)

Here's a setup that doesn't use a grid. For grid based setup, you'd pretty much use the obtained points here to position the grid. Of course you could calculate the positions without spawning curves and resampling them - by using lerping (vector mixing) between face corners, but I think this method here is easier, and I wouldn't be surprised if it's also more performant.

You can see I align the instances both to the normal, and to the direction of the curves. However, maybe you want to align also to the other pair of edges, then you have to figure out the logic when to switch (based on factor being 0 or 1? Or interpolating near those values?) between the two…
Also consider that you can resample at the end by length if you want a somewhat even distribution with non-square or even non-rectangular quads.

Shows off your depth of knowledge

It should be no problem to array a set of squares on a grid.
1)We can use mesh to points set to faces and  instance on points to array the squares on a black background.
2)We can eliminate the outer row of squares with a raycast node.
You can then change the value of the raycast node to control the  size of the grid.
For example:

I am not sure if you wanted to produce a kind of grate- If you actually wanted to knock out the squares instead of coloring them,  you could replace the join geometry node with a mesh boolean set to difference.

After that, you can save a copy, apply the modifier and resize it according to real-world units.

If I read the docs correctly that works for a source mesh subdivided to one face per square. Can this accomplished when applied to a plane primitive with only one face?

In my example, creating a grid node would work the same way. 2x2, with 15 vertices per side. This is even more straightforward.

The underlying object doesn't need to limit what you produce with the geometry nodes, of course.

Diamond Plate Pattern
Build the node tree from a curve shape such as a star node or .svg instanced on a grid node.
Select alternating parts of the grid with the index and the modulo node, so that you can have two rows.
Each row can be instanced using a separate instance on points node so that they can be angled differently.  This generates a lot of patterns (parquet, crosses etc..).
The entire pattern can be rotated and scaled.
Then you can extrude or boolean the geometry.

We can use the grid node as the input or use the group input only to set the shape of the selection with the raycast node, and as the surface for the boolean.

Nailed it this time :)

At the top left is a geometry node named "Starting Grid."  Is that the input?

Yes, it is.  In this tree, the source object is not used.  The group input is left out.

Depending on your use case- the group input could still be used to 'trim' the shape of the pattern.  It could be plugged into scale elements>raycast.

I have edited my answer.


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Spin a Mesh from Python API
I am trying to create a simple python script that will spin an edge around a parallel axis to create part of a cylinder. The script should be executed in batch and do the following:

Copy an empty template to a new file
Open the new file
Create the geoemtry
Save the file

So far I have the following script:
import bpy
import shutil

shutil.copyfile("./temp/template.blend", "./temp/myfile.blend")

bpy.ops.wm.open_mainfile(filepath="./temp/myfile.blend")

# Create the geometry
coord1 = (1.0, 0.0, 0.0)
coord2 = (1.0, 0.0, 1.0)

Verts = [coord1, coord2]
Edges = [[0,1]]

mesh = bpy.data.meshes.new("Mesh 1")
mesh.from_pydata(Verts, Edges, [])
mesh.update()

# bpy.ops.mesh.spin(steps=9, dupli=False, degrees=90.0, center=(0.0, 0.0, 0.0), axis=(0.0, 0.0, 1.0))

# Create object
obj = bpy.data.objects.new("Object 1", mesh)
obj.data = mesh

# Link object to scene
scene = bpy.context.scene
scene.objects.link(obj)
obj.select = True

# Save the file
bpy.ops.wm.save_mainfile(filepath="./temp/myfile.blend")

Which is run from the command line with:
blender -b --python temp/test.py

This works OK, but when I try to spin the edge with bpy.ops.mesh.spin (commented out above) then I have an error:
RuntimeError: Operator bpy.ops.mesh.spin.poll() failed, context is incorrect

I understand that I need to be in the 3DView context, but how can I achieve this from python?
Any help is much appreciated.
EDIT
So finally after a bit of digging the following code worked for me. Note that the API docs for the spin also refer to a keyword argument "degrees" which does not work. Using "angle" in radians seems to do the trick.
import bpy
import shutil

shutil.copyfile("template.blend", "myfile.blend")

bpy.ops.wm.open_mainfile(filepath="myfile.blend")

# Create the geometry
coord1 = (1.0, 0.0, 0.0)
coord2 = (1.0, 0.0, 1.0)

Verts = [coord1, coord2]
Edges = [[0,1]]

mesh = bpy.data.meshes.new("Mesh 1")
mesh.from_pydata(Verts, Edges, [])
mesh.update()

# Create object
obj = bpy.data.objects.new("Object 1", mesh)
obj.data = mesh

# Link object to scene
scene = bpy.context.scene
scene.objects.link(obj)
scene.objects.active = obj

# Enter edit mode
bpy.ops.object.mode_set(mode='EDIT', toggle=False)

# Set correct context for spin
for window in bpy.context.window_manager.windows:
    screen = window.screen
    for area in screen.areas:
        if area.type == 'VIEW_3D':
            override = {'window': window, 'screen': screen, 'area': area}
            bpy.ops.mesh.spin(override, steps=30, dupli=False, angle=1.0*3.14, center=(0.0, 0.0, 0.0), axis=(0.0, 0.0, 1.0))
            break

# Save the file
bpy.ops.wm.save_mainfile(filepath="myfile.blend")

Thanks CoDEmanX, that post gave me the basis of what I needed, I also needed to enter edit mode first after setting the current object active. I'll post my working code as an answer below.


text:
Node for setting render colour, regardless of lighting [Blender 2.78a]
I'm aware of Node for setting render colour, regardless of lighting, and tried following it. However, the output color seems quite off from the input color.
For example, load the default scene that opens on blender. I disabled the light.
All other settings are the default for cycles in Blender  2.78a in Windows.
Set the shader to output (0.5,0.2,1.0) or (128,51,255).

After rendering, however, the output color is quite off from what I'd expect. Instead of the desired (128,51,255), the output is (188,124,255).

I suppose there's quite a lot going on under the hood in cycles. However, I wanted to use cycles in my own research project, with a custom OSL script defining the final mesh color without any disturbances.
With the prior discussion in mind, is there something I'm missing here? Is there a way to get the exact input-output using cycles?
Thank you for your time and attention.

When you save the final image to disk, Blender applies the nonlinear sRGB gamma correction curve. Internally Blender works with a linear color model, which in general is also true for the color picker.
If you want your final image to have certain color values you have the option to apply gamma correction to the color that you pick by adding a Gamma node with the value 2.2, which is a close approximation to the non-constant sRGB gamma value. In this case this would lead to RGB values of 128, 48, 255 in the final image.

Alternatively, instead of adding the gamma node you can enter the desired colors in hex format as Blender's color picker does compensate gamma correction in hex mode. For this particular color this would be 8033FF. The color values in the final image here would be RGB 128, 51, 255 as originally intended. But if you later decide to use colors not expressible in hex format you would have to make trade-offs there.

If it's necessary to exactly match some values then I assume you would have to calculate the RGB values yourself by using the formula mentioned in the sRGB Wikipedia article.

That was a very thorough reply, thank you very much.

I can't thank binweg enough for pointing me to the right direction, I didn't know about the automatic sRGB color conversion in Blender.
In case anyone has the same problem as me, the sRGB color conversion in the final rendering can be disabled by setting render View to raw in Properties Editor ‣ Scene ‣ Color Management, as stated in the Blender manual.

That way the final rendered color is the exact color desired in linear space.

This will mess up all colors that are NOT using this method. I would strongly advise against disabling color management unless you know ALL the possible ramifications for your scene.


text:
Cycles Rendering Engine is only rendering a black screen
I'm having an issue where the whole scene is set up, with maybe a few tweaks left. I have Cycles selected to render the scene. When the render is processing, instead of processing the image, it renders a black screen.
Here's the .blend file

Your ground object is set to be hidden for render.
To fix this, open an outliner window:

then click the greyed camera icon.


text:
File not rendering in freestyle properly
So this is my file:

And  this is how it's rendering:

I don't know any way of fixing this.

I just moved the line at the bottom down:

which line exactly do you mean?

The one you see at the bottom of the render (right) on the first image. Also it is the text not line I wrote that wrong

You mean the one next to 'Wedding' ?

The one next to Pradesh in the first Image I posted


text:
How to simulate overexposure due to bright light? (Cycles)
I try to make a animation where the light of my object gets brighter until the picture is white.
I only want that the intensity of the light rises, so that it looks like the light shines directly in the camera. Then the other objects in the picture should fade to white from the lightsource.
Unfortunately I didn't find a video to show you what I want.
I had a few ideas how I can accomplish that, but none of them worked.
1.I tried to increase the gamma of the picture.
But then the whole picture getting brighter at the same time, and thats not what I want. I want that it spreads from the lightsource.

I tried it with volume scattering, but there I have the same effect because I have multiple lights and all are effected by the scattering

EDIT:

I tried to do it with glare but that effects the whole image too.
With compositing and glare I get the glow I want. But I am not able to increase it so far that the screen gets white.

So how can I get the effect I want?
And even if its not good to ask two questions (but it belongs to my first question)
Do I have to render my animation again after the composing?
Here is a file if you want to look:

This is generally achieved with filters in post production, not directly in the 3D scene. See the if the Glow filter in the compositor achieves what you want.

Yes that looks really good! But can I animate this ? That the glow is getting brighter and spreads out from the source?

Glow effect in the compositor will react to the image lighting changes so animating the material would do. For additional effect you may also animate the effect in the compositor without increasing rendering time

Yes I saw this, but it didn't solve my problem (if I understood you right). But with my answer below it works halfways.

Ok I think I found a solution, for now.
It doesn't look realistc but better than nothing.
With this nodesetup its possible to increase the brightness to white and then spreading out from the source.
If you increase the value of the multiply-node the light is getting brighter.

Just changing the contrast of the render doesn't work for you?

Thank you,but I also tried this. There I have the same problem. As you can see in your picture, the color at the borders are changing from the beginning. And I want that the light spreads out from the source. I'll try to make a video to make it more clear what I mean.

I get what you mean now, so maybe apply some mask to change the brightness only in the area of the shiny material (if the camera is not moving) or animate material's glossiness?

So I have to edit every singe frame ? Or can I make that automatically? How should I do this and can I do it with blender, or do I have to use another programm?

Do you use Cycles or Blender Internal rendering engine? If Cycles, this post could be useful for you http://blender.stackexchange.com/a/35448/13643

So then I have to make another object as a mask where I increase the contrast? But is it then possible to get a radial gradient on it ? That the contrast at the mid is higher than at the outside?

I am sure you can assign the mask for the material, not an object.


text:
Grease Pencil animation problem: old frame persists after making new keyframe (VİDEO)
Why does the old keyframe not disappear even though I put in a new keyframe?
VİDEO: https://youtu.be/57Er6DBfQjk

You have Onion skinning on. If you play the animation you will see that the strokes are gone. This feature is to help you see the frames before to animate


text:
Duplicated object not showing when rendered
So basically, duplicated items don't show in render. I've tried ticking all in filter, one by one, all, none and still doesn't work, I've also checked if if the visibility boxes are ticked, but still doesn't work. I am desperate, please help!

How are the objects duplicated? Can you share the relevant part of your scene on  Blend-Exchange?

Could you post some screenshots of the screen about the problems?
However, it may be enough to move the project to a new project file and see if the problem recurs, alternatively you can also make a copy of the object and delete the previous one, first I would tell you to try these simple procedures.
Alternatively, do the objects have applied textures? Does the project have lights? Are they correctly positioned?
Is the camera positioned correctly, does the field of view cover both positioned objects?
Add screenshots of your work screen to make a certain problem more understandable.
In the new project have you tried to import only what you see in the render? to import I mean through the '' append '' section from the blender library.
So to import only what you are interested in a project.
  However, you should also check the maximum view of both the camera and the viewport, or rather being in perspective the image maybe the camera does not get to physically see the most distant object. look at my screenshot

Comments are not for extended discussion; this conversation has been moved to chat.


text:
Can I export the 3D coordinates of part of an object created in Geometry Nodes (without applying the modifier)?
Can I export the 3D coordinates of a part of an object made by the Geometry Nodes to a .csv file (without applying the GN)?
For example, I created this road (and its accessories) in  Geometry Nodes, the whole input is just a curve. I used the Curve to Mesh node to extrude lines along with the road-profile-curve to form the road surface, the same way I used lane line meshes.
I need to get the 3D coordinates of the lane lines and export them (as a Ground Truth for AI training project).
How can I acquire that data? I'm using Blender 3.3, on MacOS.

The ' 3D coordinates of a part of an object' means the coordinates of the lane line, a list of its points 3d coordinates. for example [(x1,y1,z1),(x2,y2,z2),...(xn,yn,zn)], N is the total number of the point along the lane line.

In what final form do you want these data? A CSV file, or suchlike? (Maybe this post should have a 'Python' tag)

.csv would be great because I'm familiar with this format, other formats are also acceptable as long as I can transfer that data to .csv. (great idea I'm now adding the Python tag)

Hi, miamo.. I'm going to edit your Q to make it more specific, then. If you don't like the edit, chuck it out :)

Thanks a lot !@RobinBetts


text:
Animating a train pantograph
I tried to animate a pantograph just for fun, but it didn't  work. I have tried lot of ideas particularly with the observation of these pages:

How can a mechanical linkage with a closed loop be rigged?

https://blenderartists.org/t/animating-a-rigid-linkage/685592

The best result I obtain is this one :

But there is still a mistake, the pantograph bow does not keep a vertical position.
The root bone to make the animation is this one selected on the picture.
The perfect movement is here :
https://youtu.be/w_9YgDjfohc?t=55

Here is the Blend file: http://www.wfr.zone/w/blender_animation_images/pantographe_pli%C3%A9.blend

It seems that it should be a perfect four-bar linkage in order to work.
I have try with linkage2 software, and the result show that the cross bar move not vertically with accuracy :

But Blender seems to be able to tolerate such imperfection, no ?

It seems that it should be a perfect four-bar linkage in order to work.
I have try with linkage2 software, and the result show that the cross bar move not vertically with accuracy :

But Blender seems to be able to tolerate such imperfection, no ?

The perfect movement is here : https://youtu.be/w_9YgDjfohc
Thank's

Thank's @Jachym Michal ! How do you make a gif so easy like this ?

Hey :). Screen capture with Licecap. I often add gifs in my answers :))


text:
Why are the internal parts of the model disappear in blender game engine
I have problem with my project when i import a 3D world inside blender it be normal the texture good and clear but when i run the game it be like this:

Normal view:

If someone can help me i will be thankful :)

Seems like your models have inverted normals and the get removed through backface culling when using the game engine.

There are a few things that could be causing this.
First, backface culling
That happens because the inside of the mesh are backfaces and somewhere, (in the object data panel or in the materials panel in the properties menu) there is a checkbox for backface culling that is set to true. If you turn it off, then the backs of the faces will no longer show through.
Second, Your camera/viewport could be inside the mesh a little bit.
Third, your normals could be off in some way. Go into edit mode, select everything, and "recalculate normals." you can find this command by pressing the space bar and typing 'normal' until the command comes up (if you are using 2.79 controls) or by pressing f3 (if you are using 2.8 controls)

The methods did not work with me. Some distant faces appear above the nearby faces, such as the ones in the picture. Could the world have a problem with texture or something?


text:
Bake with Direct and Indirect but without shadows ? (later exported to Davinci Resolve)
Using Blender 2.82
In the end i will be exporting to Davinci Resolve and doing my (main) lighting and shadowing there (so the camera work in Davinci casts the shadows at correct angles). I can not create the room textures i like in Davinci, so i will be using Blender.
As you can see in the image there is a room, sink and shelves (each there own objects). If i hide the sink and shelves, the wall texturing in Blender come out exactly as i want (lit but with no shadows) and i used that baked Diffuse image in Davinci.
The only way ive found not to have shadows (casted by sink and shelves) is by putting the objects into 'collections' and un-ticking the collection box. Ive tried hiding the objects via the eye button (hide/un-hide) but that dont work. Also under each objects 'Material -> Shadow Mode' ive tried setting to 'none' (which seams to work in Eevee) but does not in the Cycle engine when baking.
My question:
What is the best way to bake this so i can have the lighting from Blender, but without objects casting shadows. Even though my current method is working, it does not seam like the best/correct way.

The following is what i wanted to do.
While "in" the Cycles engine (option does not appear in Eevee), under:
Objects Properties -> Visibility -> Ray Visibility you can un-tick 'Shadow'


text:
How to access mesh data of an object in a script?
I have always had a unique mesh for every MESH type object in blender, to easily access them together in a python script (Iterate through objects and do something with an object and a mesh with the same name).

Now I want to have a mesh for several objects. I want to export the meshes and the objects separately but for every object, export the mesh it is connected to (its name, index or some identifier) to later connect them in an external program. I already found mesh.users which shows how many objects are using this mesh, but I want to reference all of those objects.
I am exporting to a text file.
So how could I do this in Blender?

I have found the answer, and will answer my question when I can if noone asnwers it until then.

it is Ok to answer own questions see:http://stackoverflow.com/help/self-answer

see also https://blender.stackexchange.com/questions/1311/how-can-i-get-vertex-positions-from-a-mesh

I'm not sure what you're asking, but you can retrieve the mesh datablock associated with an object like
ob = bpy.context.object # get the active object for example
mesh = ob.data

The reverse is not directly possible. A mesh can be used by many objects, and the mesh doesn't know/store who its "owners" are. You can build a reverse index however:
mesh_owners = {}
for ob in bpy.data.objects:
    if ob.type == 'MESH':
        mesh_owners.setdefault(ob.data, []).append(ob)

print(mesh_owners[mesh])
# Example output - mesh is used by a one object:
#[bpy.data.objects['Cube.003']]

I have found the same solution, thank you for answering.

authors: Георгий Пугачёв


text:
Custom UIList, nothing happens when double clicking list item to change name
I am trying to use template_list with custom items but I cannot make them change values on double click. I want to change 'name' property the same way I can rename items in other lists (with double click).
Part of the code:
class ListItem(bpy.types.PropertyGroup):
    """ Group of properties representing an item in the list """
    name = StringProperty(
            name="Profile Name",
            default="Untitled")

    empty_name = StringProperty(
            name="Name of Empty holding profile",
            description="",
            default="")

class BLS_UL_List(bpy.types.UIList):
    def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index):
        custom_icon = 'OUTLINER_OB_LAMP' if index == context.scene.BLStudio.list_index else 'LAMP'

        # Make sure your code supports all 3 layout types
        if self.layout_type in {'DEFAULT', 'COMPACT'}:
            layout.label(item.name, icon = custom_icon)

        elif self.layout_type in {'GRID'}:
            layout.alignment = 'CENTER'
            layout.label("", icon = custom_icon)

class BLS_ProfileList(bpy.types.Panel):
    bl_idname = "bls_profile_list"
    bl_label = "Profiles"
    bl_space_type = "VIEW_3D"
    bl_region_type = "TOOLS"
    bl_category = "Light Studio"

    def draw(self, context):
        layout = self.layout
        scene = context.scene

        props = scene.BLStudio

        row = layout.row()
        col = row.column()
        col.template_list("BLS_UL_List", "Profile_List", props, "profile_list", props, "list_index", rows=4)

EDIT:
Problem solved thanks to poor's comment. The solution is to change
layout.label(item.name, icon = custom_icon)

to
layout.prop(item, 'name', text='', icon = custom_icon, emboss=False, translate=False)

works here: http://blender.stackexchange.com/questions/30444/create-an-interface-which-is-similar-to-the-material-list-box/30446#30446, let me know what else you need :)

Great! Glad I could help ;)


text:
Object moves but the location doesn't change
I have an object with an animation.
Everything works fine but at one point the object does a "jump" but the position is not changing. (only one frame)
I mean it moves in the 3D space but the location of the object doesn't change.
I really don't know why.
I tried to change the position in this frame so that the object is on its right position again.
But if I do so then all the other movement of the object is changing even if I put the keyframe only in the one frame.
Before:

After:

In both pictures the location (red square) is the same (exactly).
Why did the object move, and how can I prevent it from moving?
EDIT:
Here is the Blend-file

the square is only shown in the second picture

I think you should upload your file

@FacebFaceb yes but its the same in the other picture ->josh: ok I will

There's a ClampTo constraint on the object jumping there around and this constraint has its Influence option keyframed to become 0 at that frame:

Thus at that frame the constraint stops influence the object and it changes its position. You can edit keyframes' values or delete them to avoid jumping.
Also note that location of the object by X axis which is also keyframed has quite rough animation curve:

You might need to change the curve to make that moment correlate with the rest of the animation.


text:
Light rays through glass
I try to achieve that my lightrays are going through glass.
With a volumetric container and without a glass in front of the light everything works fine.

But if I make my glass visible the lightrays disappear.
So I searched a little bit and found this question.
I tried it but with this technic I have the problem that it affects the color of the button light. Additionally I was not able to get the nice fade out effect from the question above.
I think its because my cylinder has a hole and is not filled like in the example.

So how can I do this without (or at least only a little bit) affecting the lightcolor of my button and with a glass infront of the light of the button?
Is it possible to get the result from the firt picture but with a glass infront of the light source?
Here is my blendfile.

Can you post a blend file?

@pycoder yes I updated my question.


text:
Render Halo material with tranparent background
I make a "shockwave" using Halo material. It looks nice only for the black background. If I check "Shading > Alpha > Transparent", render result is breaks down. How to fix it?

There are a couple of things to consider here:
First, Blender's viewer is currently broken for associated alpha, which is the default format the renderer produces.
That means that the viewer won't show the pixels that are both luminous and fully transparent (alpha zero, RGB not zero) from an image with associated alpha.
If you're going to composite that effect using Blender's compositor, just try an alpha over on a colour to judge whether your image transparency is correct instead of relying on the RGBA view of Blender's image viewer.
Also, you have to understand the kind of effect you're tying to achieve: This is a lighting effect that you want to be added to a background.
As easy as it sounds, adding that luminous element can be done via a simple add. You don't even need an alpha channel (because there is no occlussion), you can just add the RGB plate to the background and it look ok.
If you want to produce an RGBA image that can be composited with an alpha over anyway, keep in mind the following:

ONLY associated alpha (often called pre multiplied) allows the
compositing of pixels that are luminous and transparent, so choose a
file format that supports associated alpha (the most common for
visual effects is EXR)
It's impossible to produce that kind of alpha blending with
unassociated alpha, so formats like PNG are completely ruled out.
Image editing programs like Photoshop and GIMP work internally with
unassociated alpha, so they are not suitable for compositing that
kind of effects with alpha blending. You need to cheat and use an RGB
only image with an addition instead (those programs are also likely
to destroy the RGB information of every pixel with alpha=0, so be careful).

Thanks for the detailed response! Is there a way to have a result how in my post, using cycles?

Sure, what do you want to see? Compositing that effect in Blender's compositor? I can make a screenshot of that, but it's as simple as using a mixRGB node set to add to connect foreground and background, no other tricks involved.

I need to make a shockwave animations like in my first post. For this task I used a halo material, but if I can't render this animations with transparent bg in blender internal, I think that I can do this in cycles. But cycles don't have halo material, so, how I can make pseudo-halo effect from my first post in cycles?

Ah, it's easy: Just make your shader an emission shader. it will light the surroundings of your scene.
If you need a clean plate with the effect only and a glow, you can produce the halo with the compositor.
Just plug the rendered plate to a gaussian blur node an blur it until you get the desired halo with, and add the result to the original plate using a mixRGB node setting the blend mode to "add" (remember, when you add a luminous effect it is always an addition)


text:
Different render time in preview and final render
I'm rendering long animations and it's important to me to save time. In the preview, a frame is rendered in 30 seconds, but if I render the animation, the render time of one frame increases to 2 minutes. Why does this happen and how can I get the final render with time of the preview render?

Do you use the same amount of samples for preview and render? (You can find and adjust the values in the Sampling section of the Render tab)

Yep. So, preview render working faster even at a glance.

Could you upload the .blend file to http://blend-exchange.giantcowfilms.com/ please?

I didn't find a solution yet. I deleted everything in the scene, disables motion blur, light bounces, resolution and tile size ... and it's an even bigger factor with CPU. Now I don't know what else to try.

I'm surprised) I thought that preview time must be equivalent to final render time. But thank you for trying.

authors: Сергей Мотылевич


text:
How to convert a linked object into an individual object?
Iam trying to use the subdivision modifier, I selected the linked image by Shortcut Key "L" and the I go to modifier tab and select sub.divide modifier and it sub divide the whole object so If anybody how to convert a linked object into an individual object please let me know?

if you're talking about several different meshes within the same object, if you give your object a Subdivision Surface modifier, the whole object will be subdivided

It's just vocabulary, but your question is ambiguous.

If you want to make an instanced object, (one which shares some aspect of its data (mesh, materials,etc., with other objects,) independent, that's now hidden in Header menu > Object > Relations > Make Single User.
A Subdivision Surface modifier always affects the entire object to which it is assigned. If you want to split part of the mesh off to another object, select that part of the mesh in Edit mode, and P Separate > Selection.

You have to select the loose part or linked part and separate it using "P" and separate selected. Then you can apply the subdivision.


text:
Measuring complex 3D mesh volumes in Blender
How can I obtain the volume of complex objects, in such a way that it can be used in a driver?
Example:

volume of those parts or everything like a giant cylinder?

Oh, I’m sorry for that. I mean geometry like Suzanne monkey head. There’s plugin that can calculate it but its value cannot be copied/added as a driver.

Does this answer your question? Is it possible to display volume of a mesh object?

How does your object change throughout the animation? Does the volume of the object even change? If so, how?

Yes you can have a change in volume of a selected object drive another object's property. In this example, I am using the change in volume of the selected object (Cube) for driving the Y position of the sphere.

import bpy
import bmesh

bpy.app.handlers.depsgraph_update_post.clear()

obj = bpy.context.active_object
me = obj.data
bm = bmesh.new()

def drive_property(volume):
    bpy.data.objects["Sphere"].location.y = volume / 2

def update_volume():
    bm.clear()
    bm.from_mesh(me)
    bm.transform(obj.matrix_world)
    bmesh.ops.triangulate(bm, faces=bm.faces)

    volume = 0
    for f in bm.faces:
        v1 = f.verts[0].co
        v2 = f.verts[1].co
        v3 = f.verts[2].co
        volume += v1.dot(v2.cross(v3)) / 6

    print("Volume:", volume)
    drive_property(volume)

def on_depsgraph_update(scene):
    depsgraph = bpy.context.evaluated_depsgraph_get()
    for update in depsgraph.updates:
        if update.id.name == "Cube":
            update_volume()

bpy.app.handlers.depsgraph_update_post.append(on_depsgraph_update)

That's an interesting approximation. I don't quite understand the logic, it seems you could use the f.normal instead of v2.cross(v3)? Maybe not, because the cross product is not normalized? I tested with solidify and it seemed to work with that, I think it works because opposite normals cancel each-other. I tested with it with a sphere, and a sphere with a quarter of it cut off, and it works wonderfully each time. I added an internal face to a cuboid and since it's just one face it should either add to or subtract from the volume but it stayed correct. What gives ?!

I've dissolved one edge of the cuboid to make an extruded triangle with half volume of the cuboid (still correct volume displayed), then again added an internal face by ctrl+R, F, and volume stayed correct - but it's a single triangle, so what gives, the v1.dot(v2.cross(v3)) / 6 for this triangle is 0?

And once I have that internal face, moving the object around changes the volume for some reason… And internal face can be considered as producing invalid topology, but I still don't understand why creating the internal face doesn't change the volume by without moving the entire mesh/object... https://i.imgur.com/d4KjBPD.gif

@MarkusvonBroady when u calculate the volume of a mesh with internal face, say a cuboid with an internal face that splits it, the script will still work because it is iterating over all the faces of the mesh, regardless of whether they are internal or external. The script calculates the volume of each face as a tetrahedron and adds it to the total volume. When it reaches an internal face, it also calculates its volume as a tetrahedron and adds it to the total volume. Because the internal face is part of the mesh, it is included in the calculation.

@MarkusvonBroady When the internal face is inside the mesh, it will have the opposite normal direction of the external faces, this means that the cross product of the vectors of the face will be pointing the opposite direction. So, the dot product will be negative. The volume of the tetrahedron formed by the internal face will be subtracted from the total volume.

Here's the steps I taken: Check the number of faces: 5. Create a loopcut with Ctrl+R, check the number of faces: 8 (3 quads converted to 6 quads). Fill the loopcut with a single triangular face, recheck number of faces: 9. It's a single face even after triangulation, it's not doubled going in both directions, and the last step, just creating an internal face in existing loop doesn't in any way change coordinates of other vertices, and yet it adds another face's "volume". I also calculated the volume for that face and it is 0 - until you move the object, that is.

I was simply lucky that because the internal face was at Y=0, the calculation was yielding 0 for it, but when you move the object it's no longer the case. Also if you add internal faces not at Y=0. I still don't understand the logic and or limitations other than internal faces messing with the algorithm :D

wow oh i forgot about your gif that was pretty interesting haha i will try that tomorrow! but yeah its only supposed to work for manifold meshes XD

Here's an answer that is almost in every way worse than the ingenious mathematical answer by Harry
✅ Good aspects of this answer:

actually using a driver, which doesn't require running Python outside of sandbox mode (no security warnings)
works with internal faces
updates more immediately (not counting huge CPU lag) while editing the mesh in Edit Mode
maybe it's more accurate for some geometries but I wasn't able to find an example
you can use it to get a confirmation Harry's answer is correct even though the latter seems way too simple to be.

(sphere is Harry's answer, cylinder is mine)
❌ Bad aspects:

doesn't work with internal holes like when using Solidify modifier
slow as hell
probably still less accurate than Harry's answer, despite the huge number of samples
for the most part, needs the mesh to be watertight (but works with Susanne)
maybe some more, again I didn't test thoroughly

Instructions

⭾ Tab to edit the default cube.
MA Merge all vertices at center.
Keep the vertex selected, ⭾ Tab to Object Mode.
⬆ ShiftA, E, P Add an empty.
⬆ Shift$\color{green}{█}\color{#888}{0█}$ click the single-vert "cube", so it becomes active but the empty stays selected.
✲ CtrlP, V Parent the empty to the vertex.
Add the following geonodes setup to the single-vert "cube":

$\color{#888}{█0}\color{green}{█}$ right-click a field of choice, Add Driver.
In the popup window set the target object as the empty.
Default settings should work, but since Harry divides the result by 2, you may also want to change the formula to var / 2.


text:
Feather Texture Cylinder Vortex edge

How do I make it so its not just a hard edge of the vortex coming in, I know it has to do with the gradient node but I cant get it to work for me

Is your vortex-object geometry?  A tube?

Its a cylinder mesh without the caps and extended

So, you want a soft green -> blue transition to recede down the tube in the course of the animation?

See edit to my answer, if that's what you're after

If you use the default UV-unwrap of your capless Cylinder, then its V should run 0-1, bottom to top.  Here, I'm using a Bevelled Curve, which, IMO, gives you more flexibility.. and so, (confusingly, sorry), it's the the U which runs from end to end.
Either way, choose your dimension, and plug its 0-1 into a color-ramp, for a gradient:

Then the colors will be mapped down it:

If rendering to a lossy format, you may have to watch out for the colors being quantized, creating banding-artefacts.
The attached .blend also includes a mechanism for looping the Noise in U and V, so an animation can be made without spatial or temporal seams:

thus:

If you wanted to animate the blue-green transition itself, that would just be a matter of key-framing an offset of the U coordinate. (The Add node, below):

For this sort of result:


text:
First and last frames doesn't match in loop
I've been creating this scene with two exact copies of the same object, to create loop effect, but, somehow I have my first frame brighter than last one. Textures are identical, gradient is horizontal 90degrees, no additional lightning:

I can't figure out what does that.
Here is link for first and last frame, and project file
Images and project
Blender File:

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

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

you have two "loops" geometry over each other.

Just make your "original instance" invisible (uncheck checkbox in the outliner) and it works.

wow, what a shame to make this mistake)))) thank you very much)

not really - you won't believe what i do wrong...and not just once...


text:
How to model a basket?
I really don't know how to make this type of fishing basket, just the net without the fishes

Someone more expert knows how to?

This is a site run by volunteers answering question for free on their spare time, rushing them or giving deadlines may be discouraging and is generally considered rude. Among other factors, how fast you get answers depends largely on how thorough your question is. Instead of digressing about deadlines provide factual details to diagnose the issue, add images or GIFs, state what you have tried and what research you did about it. Otherwise may be best to seek professional help.

Hello maybe this tutorial will help: https://youtu.be/FIk-884zKoo

Hi Letz Pro, all I see is fish :). Please edit your question and provide a better reference(s) of the object you want to model or even better - a making of video of the basket. Let us know how experienced are you with 3D modeling and how close to the real object the model should be.

Should be a low poly version of if Rumen but the tutorial that moonboots sent resolved the problem. Thanks for the help :)


text:
How can I model a non-continous threaded glass jar (lug finish) I'm having difficulty to do it
How can I model a non-continous threaded glass jar (lug finish)

I'm having difficulty doing it. Is there any way to make it? I already spent so much time searching for the solutions but I can't find anything. Please help.

If you care topology, it could be something like this ...

add Plane, Delete Edge+Face, keep four vertices
add Screw modifier - Angle 90, Screw according the height you need, use low Steps like 4 (it is easier to handle topology later ...

Extrude up Z, Scale Z zero, do the same for the opposite side, Merge by Distance

select "threads" in edge select mode and Bevel Edge

Extrude in Normal direction

Extrude inner part to give a thickness to glass neck and add add Subsurf modifier ...

if you need sharpen "threads" connections to neck - select loops by shortcut and Bevel Edge (or use Shift+E+1 as non-destructive way)


text:
Is there any way to extract child models from 3d model binary file with python
I'm gonna Update my Question.
I have the models of an old game that are serialised in to binary files.Game serialised bunch of SO1 files from the source code into single binary file to make a complete model with child models(like collision mesh for physics and debris mesh for when for example the model destroyed or something). And then we have script to import these binaries into blender.
But the problem is that script only read the basic mesh of these serialised binaries.It does not extract other mesh like debris.So what I want to do is to write a script to extract all the meshes from the serialised models and import into Blender. Is there any way to extract the child models from the model like different meshes or stuff. Is there any resources that you can share or any tip that might help.
Update
Here is the sample of the serialised model
Any kind of resources or tip would be really help.
Thanks

What is the "ASCII" format. Can you link to a file specification?

HI leander! Thanks for the reply. ASCII fbx format i could be wrong is that  the models are in human readable files that need to be imported in blender. I can show you the file tho. The file format is .S01. we can open in notepad and can see all the coordinates and other info.

Updated my question with the link.Hopw you can guide me. Thanks

I understand your question now. Have you tried the fbx converter?

That's the confusion Because i need to do with script but i don't know how to approach with it exactly. Like first i need to convert then write a script to import or is there any way i can do with programming.


text:
N64 style vertex shading/lighting for low poly models?
I can't find info on how to achieve this. I'd like to make n64 style graphics and imitating the way models and environments are "lit" is the part I'm very lost on. I've heard it's a kind of vertex shading but I'm not sure how to do this, in blender specifically and accurately to how it looks on n64.
One example of what I mean is seen very well in pokemon stadium:

And a more dramatic(and nice looking) example is bongo bongo from Ocarina of Time:

This is not how the actual model looks obviously, as there is lighting effects added for the game. How can this style of shading and lighting be imitated in blender?
Edit: In addition to manually painting vertexes for certain lighting effects, I also found some sources that say that the N64 used gouraud shading, but I can't for the life of me find any information on how to render something in blender with such shading. Any help?

I'll give this a shot since no else has answered yet.
The N64 had a semi-programmable color combiner, but the most likely mode is probably "modulate" where the texture color is multiplied by the shade color to produce the output color.
The shade color can be either be static vertex colors, or it can be calculated dynamically from the lighting.
Vertex Colors
For the vertex colors, you can hand-paint the shading into the vertex colors, or have Blender bake to vertex colors. Use a node setup like this:

This should be pretty accurate to the N64.
Lights
In this mode, the shade color is a Gouraud Phong-type shading computed from the normal and the lights. The N64 had one ambient light and up to eight directional (diffuse) lights. You can emulate the ambient light in Blender by setting the Background color for the World. For the directional lights, use Suns.
For the nodes, I don't know if you can do Gouraud shading (shading computed per-vertex, then interpolated) with Blender. But you can do it per-pixel with something like this

The diffuse node computes lighting. The node labeled "Clamp" keeps the shade color in the 0-1 range.
Also set Shadow mode in the material settings to None.
However, this is less accurate to the N64 than using vertex colors since it isn't Gouraud shaded.

This is close enough for my liking actually. Thank you!


text:
Color differently after rendering
I would like to ask for a help. I have different color after rendered by Eevee. Please see my attached file , the viewpoint color differently without any change .
Thank you,
Mandy

Hello Mandy, and welcome :). Are you sure you use the same HDRI for render and viewport? This answer could help Which mode should i trust for lighting?

Hello Jachym , thanks for quick response :) I  have tried the HDRI from the link , but I still the same result with different color after rendered and save as png .

Hi :). Since I'm not good at guessing, you can share the file and I'll take a look at it.

Thank you so much ;)

This is a common problem. Technical explanations are here and here.
To keep consistent colors:

Set View Transform to Standard.
uncheck Save As Render in the saving window
Enjoy consistent colors :).

 :)

Too many wrong solutions regarding this issue. Refer to blender manual "Color Management" section first. In short, it doesn't matter of render engine. Just open the rendered file in Photoshop set color space "Monitor RGB : Display". Then you'll see that exact same color as in blender. But, you should apply this "Display" profile to the file so as you can keep the exact same color in other S/W at least on your computer and monitor. Surely your file may look differently on other devices


text:
Metallic, reflective material not displaying reflections of the World HDRi on EEVEE, how do I fix it?
I have enabled screen-space reflections both on render and material options, I have baked indirect lighting, enabled shadows. Then I upgraded the video driver (Intel HD 4400) and yet, this little problem seems to persist: The environment texture doesn't appear on the reflection, only the direct light.
File of the scene in question
The preview of the material, however, seems to be working fine.

I don't think you need an irradiance volume or a reflection sphere to reflect the HDRI - in fact it might be messing with it. Irradiance volume only captures indirect light, and reflection sphere helps with scene reflections - but is not needed for world reflections. I think you might have more success if you deleted them.

Deleting them unfortunately doesn't change anything. Flat or Smooth shading the cube also doesn't change the environment reflections.

Hey, I posted an answer. You need to delete the lighting cache after deleting the probes.

I just checked out your .blend file. You don't need an irradiance volume or a reflection sphere to reflect the HDRI - in fact, in this case, it is messing with it. Irradiance volume only captures indirect light, and reflection sphere helps with SCENE reflections - but is not needed for WORLD reflections. It works if you delete them, and then delete the lighting cache - see below:

If you want to see more of the world reflected, I would also suggest you lower your roughness a bit, but that's up to you and what you want to use it for.
Cheers

I tried doing that, but it really doesn't solve the problem on my machine, the result remains the same. Could it be something with my video card?

I 'm not sure. I downloaded your file, deleted the volumes, then the lighting cache, and i'm currently staring at a shiny cube. I changed nothing else. If it's not working on your machine, i'm not sure what's wrong.


text:
Looking for simple skin node setup
Blender beginner here. I've been trying to find a simple node setup for human skin -- specifically, skin generated from MakeHuman. Almost all setups I could find on the web were either outdated, or quite complex, involving dozens of nodes and numerous textures (bump, displacement, etc.) in addition to the diffuse texture.
The (obviously basic) setup I have right now is this:

So, my question is: What can I do to improve the above setup, without using additional textures (which I don't have), and without too much additional complexity? Note that photorealism is not required at all; I'm only looking for slight and simple improvements over my current setup.
Update: Here's what my character currently looks like:

The skin already looks good enough for my purposes, but it still looks kind of... flat??

What’s lacking in your current results? Perhaps add an image of what you’re currently getting along with one of your goal. Depending on what you’re trying to achieve (and at what scale it will be viewed) it could be quite simple or very complicated to setup.

No clue of your current result or expected result either, makehuman doesn't give much for textures to work with but isn't very difficult to work with. Is something like this what you're looking for?

@RichSedman: Added a render to my post.

@Timaroberts: Yes, that's what I'm looking for!

If you don't have extra images textures from makehuman like normal, metallic, specular etc.
You can use a free software which is materialize and will do the textures for you.
It's easy to use

With makehuman textures, you can simply use the principled node and feed the image texture to color and subsurface scattering inputs.
To provide bump detail, duplicate the texture with Ctrl+Shift+D (this keeps it connected to the mapping node), and add a color ramp to create a greyscale image to feed into a bump node.
An example of a simple setup could be something like the following:

Click to enlarge
This produced the following result from a makehuman export:


text:
How to override Filmic color space in the Compositor nodes?
I want to use Filmic color space for my renders, but I also want to override Filmic's constraints in the Compositor for the final image.

My current workflow right now is to open my Filmic renders in GIMP to adjust the brightness and contrast to my liking, but attempting to do the same with Blender's own Brightness/Contrast node in the Compositor doesn't allow the colors to leave their muted state.
In other words, if the color white was in my Filmic render and I wanted to raise the brightness to a full white, the Compositor doesn't let me get brighter than the dull gray white that's already in the render, so I have to either open the image in GIMP to have full control over the brightness and contrast, or switch back to the harsher and less accurate colors of the Default color space.
How can I get around this so I can keep my workflow entirely in Blender?
----------------------------------------------------------------------------
TL;DR SOLUTION: While using the Brightness/Contrast Node is limited to Filmic's usual muted colors, the Color Balance node, when set to the drop-down option "Offset/Power/Slope (ASC-CDL)," will let you manipulate the colors fully.
I've found the two controls highlighted in red to act most like brightness and contrast settings, but it's better to read how to fully use this node here.

Are there any StackExchange posts or general articles on how to properly take advantage of Filmic?

Filmic isn't the thing to focus on. The thing to focus on is how there is a transformation of the constrained RGB energy model from the scene (scene referred) to the display (display | output | device referred) that forms a virtual camera of sorts. Understanding what is happening in that interstitial area between the scene and output encodings is critical to elevating and understanding the craft.


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How do I export audio in a video that is purposefully loud and distorted? (VSE)
I am editing a video in Blender's Video Sequence Editor (VSE) and I have a lot of audio that is loud, distorted, and clipping. This is intentional.
However, when I render my final video, all the clipping audio is simply replaced with normal audio and some random beeps.
I am exporting into MPEG-4 with H.264 and AAC audio.
How do I get Blender to not curb my audio so it exports it loud and distorted?
EDIT: Yes, I am trying to make earrape videos with Blender...

Figured it out! It turns out that I need to set the audio codec to MP3, NOT AAC.

This is fascinating. Thanks for figuring it out.


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I'm trying to learn Blender to animate. Am I doing it right?
The idea of making 3D animations to tell stories has always been attractive to me. Yesterday, I decided to stop hesitating and began learning to use Blender. I am using the YouTube channel tutor4u's tutorials on how to make an alarm clock and how to animate it. I hope to achieve a basic idea of modeling, so then I can make models to animate, which I also hope to learn. I also plan to learn shading and coloring to make it look nice. So far, it is going smoothly, but I feel like as soon as I finish the tutorials, I'll be stuck, and anything I want to make will still be too complex. Simply put: I feel like I'm going to run into a wall trying to learn Blender. Am I worrying too much? Am I learning Blender right? Where do I go after a few tutorials?

Side Note: I'm not asking specifically for tutorials. I'm asking for the most efficient way to learn Blender. I think adding the name of the tutorial I am using would be relevant.

This question isn't fit for a Q&A format. Go ask it on one of the Blender forums, but this site is only for specific questions which need specific answers. If you run into anything that can be answered in such a way, please feel free to come back and ask it here.

Yes, you are doing it right. It's kind of like learning to walk, starting with support from another person. The first time they let you go, you will fall. Get up again and continue trying.

Thanks for the answer. I honestly thought I had to do something more to learn.


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How to add thickness to an object?
I am converting a map to 3D.
I have succeeded in getting the elevation, but I am unable to add thickness to the data as shown below.
I would like to add thickness to the terrain data as shown in the video 5:26, but the procedure is not clear from the video alone.
If you know how to do this, could you please tell me the procedure?

Hello, it's hard to understand what you show

Enter edit mode, select all (A), extrude "down" on the Z-axis (E + Z + Z(again) + move mouse "down"), scale the bottom "flat" (S + Z + zero), recalculate normals outside (Select all again (A) then press Shift + N).