text:
How can I make Granite stone wall using geometry nodes
How can I make this type of stone texture? Or something similar.

What have you tried as far? What is the context? What is the texture for?

I have tried with displacement, which works well, following a tutorial, but the random sizing of the stone isn't an option.  The texture is for a wall, it can look cartoonish, Im not going for realism.
https://ibb.co/sR3cQfc

I would go with modelling. I would just model the bricks using randomize transform for objects and vertices, sculpting and maybe decimation for the specific look. Geometry nodes might be also useful here, but it depends on how big your wall is if it's faster that just modelling. I also think, manual solution might be faster because of how the sizes differ. It might be more difficult to achieve that with nodes.

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

Im working with a geo node, I saw on another tutorial, and the same instructor with the extra objects addon, has a wall I can play around with the settings. Once the geo node is set up I can apply it on the wall. But the only problem Im having is, the face of the mesh is too clean, its only affecting the edges of the mesh:
https://ibb.co/Vx5GGkP
Is there a way I can make the face look more bumpy with these geo nodes?


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How to set up an emission node within the cracks of a surface to spill
I have a node set up with cracks on a surface. I'd like within the cracks an emission to give the impression its spreading (like the Yellow example),so I can animate it depending on the value.
if possible from the centre core of the surface towards its boundaries.

I tried using this node set up as well, seeing a tutorial but its not working. But am I on the right path?
https://ibb.co/wBmjdyg

I think this will help you.
https://i.sstatic.net/u96o7.png
https://i.sstatic.net/zWtK6.png

Hello, I have set up the same node as your first screenshot, but the result is different, what have I missed? https://ibb.co/hWYjpj2

The first color ramp node value is not good and the second thing is the mapping node location values are different.

Thanks for that, I just saw it, because the screen shot with the node values are a bit small.

source: Stack Exchange

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

sort: votes


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Faster way to copy paste nodes from one document to another using Attributes addon
Is there a faster way to copy nodes from one document into another, rather than making the nodes in to a group node tree? if there's a pay add-on please refer it to me.
Thank you.

if you have 2 Blender opened, you can use the Copy Attributes addon and Ctrl C/Ctrl V to copy/paste from a Blender to another

so i assume you do it now by append/link right?

https://blender.stackexchange.com/questions/73576/how-to-copy-compositing-nodes-from-on-file-to-another

I'm trying to use the attributes method and I'm getting this error message: https://ibb.co/2Sr1QPb

oh you're right Copy Attributes doesn't seem to work fine for nodes.

Hi :). You can't copy/paste nodes or materials between two Blender instances. You can, however, copy/paste an object which will bring it's material with it :)

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


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How to make this object wobble with animation gradually getting slower
I'm trying to do an animation of an object, which is struck by a hammer (as reference). When the object is struck I have made some keyframes of the movement (Rotation & Location), and distributed the keyframes a little bit random to get a more natural motion. But the animation in between the frames looks unnatural end stops very sudden, without slowing down gradually towards the end of the animation.
In the end keyframe I have also selected for it to be ease out, but it doesn't make a difference.
I have attached my Blender file, and also found a reference of a cymbal which is struck, and slows down.
https://www.youtube.com/shorts/paTNK8PTye4

one possibility is to delete all keyframes between the first and the last, then select all keyframes -> T -> elastic
result:

after that you could sample keyframes to do your fine tuning.

Thank you Chris!


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Cannot see camera to view and cannot see camera bounds
I'm having an issue with one particular 4.2 file, I cannot see camera to view by pressing zero and adjust the camera and also cannot see the camera bounds.
I have deleted multiple times the camera to see if it will fix the issue, but cannot find a solution. I will also upload the file.

Press Home button

You can't see the camera borders because you've zoomed too much, unlock the Camera to View option and zoom out. Also you have enabled the View Region mode, to exit press AltCtrlB:

Thanks for that, I dont even know how I did this camera mistake to zoom out so much.


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Using a mask for texture painting doesnt reveal or hide the textures
I have 2 textures plugged into a mix shader node. I added an image node texture with a black mask, and when I try to use the texture paint method to draw on the texture to make a shape, nothing is happening.

Also I'm toggling on and off the image mask, and I can see a strip has been created, as I'm trying to figure out, why I cannot see this in real time.

Basically I cannot see anything wrong in your setup, last time I actually used it was in an older version but now I just tested it in 4.2.0 and it still works. The only thing I notice is that when I for example paint in Rendered view, the result is not immediately visible. I have to switch to Material Preview and then back to Rendered to refresh the view. But you are in Material Preview so this should work... maybe you need to upload your file...? texture painting mask

Just saw your edit. Well, if you are painting with the Image Texture node muted, then of course it does not show the result... neither while painting nor after painting.

In that last picture to the lower right, your brush has a solid black texture on it - that is like masking the entire brush from working. Get rid of that and try again.

Yes, good spotting, I deleted it, and then was able to use the brush. I dont know how I had clicked to make it a mask, but I deleted it, and then the brush worked. Thank you.


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Mixing materials with Geometry Nodes?
Do you have any idea to recreate the node setup below, but in such a way that instead of a True/False switch you get a Float input from 0 to 1?
I'm asking because I would like to create an animation that will allow you to smoothly change materials in all objects in a given collection.
Thx.

I'm looking for a solution that will allow me to animate the gradual appearance and disappearance of an entire collection of objects at once.
I received from the client a model of a rather complicated device, where individual objects are assigned dozens of different materials, and the whole machine contains a lot of such parts.
My task will be to show the process of assembling the machine in such a way that each part appears and falls into place.Animating the properties of each separate material in each separate part would be a nightmare.
On RCS I found an interesting solution that allows you to animate the disappearance of an object along with all its materials.

adrian2 7mo
in material, add "Object info node" and connect "Alpha" socket to
materials Alpha.
Now in Object Properties find Viewport Display. In there you'll find
"Color". Alpha value of this color is now attached to Object Info
node.
If you animate this alpha value, all materials attached to this object
will change it's opacity. And it works per object. So when you have
this material on multiple objects, Object Info node will read Alpha
value only of object you animated.

On the other hand, a similar solution, but based on entire collections, would be the most optimal and effective, but I haven't found one yet.

Geometry nodes is not the right tool for this. If you want to work with materials, you should probably work with materials and material nodes.

Hi @Zyzio, Materials are assigned per-face, and a face can only have one material at a time. You could build a tree which switches faces instantly, by some progressive selection. What you can blend smoothly, is any parameter (or parameters) of a single material you like.. color, roughness, anything .. or your material might be a mix between two or more shaders, and you could control the mix. Could you give a specific example of what you want? As Martynas says, GN might be the wrong tool.

If you have a lot of objects, it's possible to use Python to insert a node group into every material just before material output so you can animate properties from inside one node group for many materials. If this is something that might work for you, I could explain in more detail, and provide a script.

This sounds like a job for the compositor: partly because you wouldn't want objects to become transparent to their own backfaces, while they disappear? Perhaps you could confirm/reject that. If so, look up some examples of Cryptomatte

Here is a script that you can run in the text editor after replacing variables
node_group_to_insert and collections with the name of a pre-made node group with at least one input and output and a list of collection names:
import bpy
from mathutils import Vector

node_group_to_insert = "MixToPinkDiffuse" #Name of the group(string). First input and first output will be used
collections =[ "a", "b" ] #List collection names

grp = bpy.data.node_groups[node_group_to_insert]

# Let's make materials unique in collections
for c in collections:
    for o in bpy.data.collections[c].objects:
        for slot in o.material_slots:
            try:  #in case slot has no material
                name = c+"_"+slot.material.name
                if name in bpy.data.materials:
                    slot.material = bpy.data.materials[name]
                else:
                    slot.material = slot.material.copy()
                    slot.material.name = name
            except:
                pass

# Insert the group copies
for c in collections:
    col_grp = grp.copy()
    col_grp.name = "Fade " + c
    for o in bpy.data.collections[c].objects:
        for m in o.data.materials:
            nodes = m.node_tree.nodes
            links = m.node_tree.links
            for n in nodes:
                if n.type != 'OUTPUT_MATERIAL':
                    continue
                inserted = nodes.new("ShaderNodeGroup")
                inserted.node_tree = col_grp
                inserted.location = n.location - Vector((80,-150))
                links_list = list(links)
                for l in links_list:
                    if l.to_node != n:
                        continue
                    from_socket = l.from_socket
                    to_socket = l.to_socket
                    links.remove(l)
                    links.new(from_socket,inserted.inputs[0])
                    links.new(inserted.outputs[0], to_socket)

It will insert copies of the node group renamed by collection just before material output nodes so you can animate whatever properties inside one group to affect all materials of objects in the collection. Objects can have same material and be in different collections, so it needs to make materials unique for this. This might introduce problems if you later need to edit the materials... Also same object can be in multiple collections - in that case this might not work well.
After running the script you should have groups for every collection, that you can animate:

Thank you, I will try to implement this solution.


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Blender doesn't recognize Cython created module
I'm trying to speed up some erosion simulations (simulating 10's of thousands of raindrops) I have in python but I cannot get Blender to even import a cython created module. I've created a super simple example in hopes of figuring it out but haven't yet. Any Cython advice is welcome! I'm working with the 2.83 LTS version, using/compiling with python version 3.7.4, and I am using easycython to build my cython files.
I tried Dr. Sybren's answer but to no avail -
Here's the python code:
bl_info = {
"name": "Test",
"description": "",
"author": "Zach Eastin",
"version": (0, 5, 1),
"blender": (2, 83, 0),
"location": "View 3D > Properties Panel",
"support": "COMMUNITY",
"category": "Mesh"
}

import bpy
from os.path import dirname,join
import sys
fpath = join( dirname(__file__),"simple.pyd" )
if fpath not in sys.path:
    sys.path.append(fpath)
# import simple
from . simple import f

class MyClassName(bpy.types.Operator):
    bl_idname = "my_operator.my_class_name"
    bl_label = "My Class Name"
    bl_description = "Description that shows in blender tooltips"
    bl_options = {"REGISTER"}

    def execute(self, context):
        # print("Cy:",simple.f(3,4))

        print("Cy:", f(3, 4))
        return {"FINISHED"}

class PanelClassName(bpy.types.Panel):
    bl_idname = "panelname"
    bl_label = "Panelname"
    bl_space_type = "VIEW_3D"
    bl_region_type = "UI"

    def draw(self, context):
        layout = self.layout
        layout.operator("my_operator.my_class_name")

clss = [
    MyClassName,
    PanelClassName
]

def register():
    for cls in clss :
        bpy.utils.register_class(cls)

def unregister():
    for cls in clss :
        bpy.utils.unregister_class(cls)

if __name__ == "__main__":
    register()

And then my Cython code
def f(int x, int y):
    return x*y

Really any help would be sooo appreciated! Thanks in advance!

I've also tried adding fpath = join( dirname(__file__) ) instead of the actual pyd file and still nothing

Are you still having trouble with this? I think the space in . simple in your import statement is invalid syntax. What platform are you running this on?

I just went to writing pure C and importing it into python as a module. If I remember correctly it worked if I ran it outside of Blender but once in Blender it wouldn't.

you should have it in dll searches by means of environment variabl
try os.environ['PATH'] += your_dll_directory
or use os.add_dll_directory(path) for your C files. (whichever works - in my case the first one works)
or You can add the path manually to EnvironmentVariables PATH (if it contains dlls) and also add it to PYTHONPATH.
blender may crash in other cases.


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Disable stretch in IK bones
I'm using the nice rig from BornCG tutorial, and when I move the hand IK targets, the arms do not stretch, however, the legs do, and I can't figure out how to prevent them from doing that.

I think that this rig is intended to let the user stretch the legs, so during animation process you can choose if to leave the foot close to the leg without stretching or move it away with stretch effect: note that bones do not stretch at all, only mesh does. If you want to constraint the foot to the leg, the foot deforming bone (which in this rig is reversed 180 degrees) should be parented and connected to the leg bone; the IK controller should be positioned at the end of the leg bone, but parented to the main character controller, so that moving the IK controller will move the leg chain, and the leg chain will move the foot, always connected. There are many ways of rigging a foot (which is the most difficult challenge in rigging human body): my favourite is this, which is pretty similar to the Rigify's one: https://www.youtube.com/watch?v=VVHKBSknFhA&t=6s

Thanks, I've seen those tutorials before, but will see it again now that I'm rigging.

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


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Rigging eyes parented to armature offset
I have an armature and two eye balls objects, and I created the eye bones eye.L/R to have their tail in the center of the eye object, and parented the eyes to the bones, but at some point, it got offset.
The most weird thing is that the eyes appear at a different Z-value, even though the bones are exactly in the same spot, and the eyes real Z-values are identical.
If I unparent the eyes from the bones, they snap into exactly where I want them.
I have some IK and eye targets going on, but that doesn't seem to affect this.
What did I do wrong?
Please see the blend file:

The easier and correct way to do it is using the Copy Location object constraint as shown below:

this will fix your problem.
I noticed also that your Pose Position is different from your Rest Position, where the bones are rotated. To make the eyes roll with the bones I added a Copy Rotation as shown below:

This is the end result:
In Rest Position:

In Pose Position:

Updated .blend file can be found here:

Thanks a lot, also for noticing the pose position, the eye rig now works great :)

@Niclas No worries, glad I was able to help :)

I'm not sure if I should post this as a new question, but I'm also trying to limit rotation, so it's not able to look in weird angles. The Limit rotation on X works fine, but on Z it's not acting as I expect. I added the constraint to the eyeballs. Do you know why?

@Niclas yes, it's better to post a new question and mention all the steps you did with screenshots. Then show the problem and provide a .blend file

Thanks, I figured it out, i will stop spamming this question, and follow your tips on future questions. :)

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


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How to get a Pixar look on render and tutorials on setting up a scene?
I'm trying to get my head around what makes an animated movie look like a cartoon, and not like a real movie. Take the Disney/Pixar Cars image below as an example.

It's not photo realistic, yet it feels very sharp and detailed. Is it something with the lighting? Are there less reflections than a real live photo?
I'm trying to find Blender tutorials on how to get a cartoon look, but I just find a lot of cel shading tutorials, which is not this at all.
Any pointers or good tutorials out there would really be helpful. Also what is a proper word to search for? "Cartoon 3d tutorial" doesn't work. What is cars? Isn't that a cartoon?
I will be using Cycles as my renderer.

This doesn't really answer your question, but you can download pixar's render engine for free I'm pretty sure. https://renderman.pixar.com/view/renderman4blender

Now if you wanna create a picture like pixar's movie production it's gonna take some knowledge of the art of imagery... what you see out of pixar studio are the work of many artist with lots of tools and workflow involved ... they render their image in really high resolution and apply complex supersampling to make those edges pop.... so really it's great imagery but also great amount of people and tools behind it.

As per the comments, there is an army of people behind any particular animation of the size and scope of a Pixar animation.
While you suggest that you aren't going for photorealism, it is extremely important to understand and embrace that every concept, from the rendering shaders on up to the output transforms you see on your screen are in fact rooted in photorealistic theory and physics.
So where to start for something like "I want to learn about Pixar?" Seems like a question that no one might have an answer to, or if they do, it might be long reams of answers that don't help someone down the path of education.
Shockingly, there is in fact a wonderful resource on the entire pipeline, from math to colour to composition, all the way up, specifically about Pixar.
While going through the following course won't make you a machine that can crank out Pixar animations overnight, it is a terrific introductory set of studies and knowledge that just about everyone can learn something from.
Enjoy Pixar in a Box.

@Niclas Sadly I think many might run away from it thinking it is for younger people. It is an amazing resource than anyone in a pipeline should follow through. The granularity of concepts is amazing as well as giving a terrific forest-through-trees evaluation of complexities. The videos are equally amazing. Can't recommend it enough and happy if it led you to work through it.

Q:What makes an animated movie look like a cartoon?
A:Many things contribute to the animated cartoony look of a cg film, like lighting, and shading, even the way the characters move, but I think in the case of your example, proportions play the largest factor.
In the image posted from Pixar's Cars, many of those textures look 'photo-sourced', like the leaves and wood.Normally we'd think photo-sourcing would lead to realism, but the proportions of the cars indicate immediately that it is a cartoon production.If you want to create a cartoon production in 3d, I think it starts with designing the proportions first.

Interesting note about proportions. Thanks for pointing that out!

You're welcome. Good Luck!


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Subdivide a square into 9 smaller squares?
How can I subdivide a square into 9 smaller squares?

Never mind, I found out that you can click subdivide and then increase the number of cuts on the left sidebar.


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Capture a partial screenshot in the BGE
I am looking for a way to capture just a portion of the screen in the game engine. I was using the built-in render.makeScreenshot(path), which only captures a full-screen PNG.
I am exploring the following approach but have no idea how to save the list data into an image format. Any help would be appreciated.
from bgl import *
def captureCropped(posX, posY, sizeX, sizeY):
        buf = Buffer(GL_BYTE, [sizeX,sizeY,3])
        glReadPixels(posX,posY,sizeX,sizeY,GL_RGB,GL_BYTE,buf)
        ... #now what do I do with buf?

Using this answer, you should be able to write an image: http://blender.stackexchange.com/questions/643/is-it-possible-to-create-image-data-and-save-to-a-file-from-a-script/652#652

I want to avoid using bpy if possible. My understanding is that it is not (or should not be) available in the game engine/blenderplayer.

in that case Im not sure how you would do this besides writing the raw data directly, which - I should add, is not as hard as you might expect - see: http://stackoverflow.com/questions/902761/saving-a-numpy-array-as-an-image/19174800#19174800

Could you answer this with the patch you wrote. Thanks.

One solution is to uses plain Python to write out the PNG file.
Another solution is to extend render.makescreenshot(filename) to accept additional optional argument in the form of render.makescreenshot(filename, x, y, width, height)
The work-in-progress patch is here:
http://www.pasteall.org/47215/diff
Note: The patch currently does not work correctly in Blender, it only works in BlenderPlayer.


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Compute directional lamp for direction
Given a randomized euler rotation of (x1,y1,z1) of a sun lamp object, how do we compute whether the final light ray will be pointing 'down' in negative z worldspace or up?
Essentially, I am looking for a way to test if the sun will be visible, or below the horizon.

Is the sun lamp rotating around the scene? What does visible mean to you? That a ray from the camera will be able to reach the sun lamp? If so, you're concerned about the position of the lamp, and not its orientation. Does visible mean that an object will be under the influence of the sun lamp?

@Dazotaro for a sun only the direction matters, not so much the location.  If the direction has global z up it can be considered below the horizon, or  on the other side of the earth (or night time for that scene)

@batFINGER, it makes sense. I was wondering whether there might be a mesh object attached to the lamp to "render' the sun if in the camera's FOV.

If you are just wanting a calculation based on given Euler angles, (since location makes no difference to a Sun lamp, which shines down its negative Z all over the world from an infinite distance), then all we are interested in the world-Z component of the direction of the lamp's own Z axis. If that is positive, the sun is shining down.
So you could do this sort of thing:
from mathutils import Matrix, Euler
from math import radians

def shines_down(XYZ_angles):
    angles = (radians(x) for x in XYZ_angles)
    eul = Euler(angles, 'XYZ')
    mat = eul.to_matrix()
    return mat[2][2] > 0

print ( shines_down((78,38,-179)) )

However, if you have the object already created, then you could just read the value out of its transformation matrix:
import bpy

ob = bpy.data.objects['Sun']
print (ob.matrix_world[2][2] > 0)

#True if down

A far simpler test.  I'm assuming we have now voted for each other lol.

A sun lamp shines in direction of local -z axis.
Calculate as a global sun direction vector by multiplying -z axis (0, 0, -1) by its matrix world and subtracting the global coord of the origin (which is also the translation of the world matrix).
If the dot product of global -z axis and global sun direction vector is > 0 then the sun has some component of global down, and can be considered above horizon.
import bpy
from mathutils import Vector

local_lamp_dir = Vector((0, 0, -1))
lamp = bpy.context.object
mw = lamp.matrix_world
loc = mw.translation
global_lamp_dir = (mw @ local_lamp_dir - loc).normalized()

is_above_horizon = global_lamp_dir.dot(local_lamp_dir) > 0

EDIT.
As a simple test recommend using the simple matrix element test proposed by @Robin Betts.  Remember that using the matrix world will give visual result should constraints be involved.
Using a vector to produce random, but down facing sun object world matrix.
Instead of randomly generating Euler rotations and testing if facing down, could randomly produce a vector where the z component is less than zero and build a world matrix from the track to quaternion of the vector.
Test script. Pass an object and optionally a location. Sets its matrix world to be down facing (-Z).  The vector v will have random x and y values from range [-1, 1] and z in [-1, 0].
import bpy

from mathutils import Vector
from random import uniform

def random_down(ob, loc=(0, 0, 0)):

    v = Vector(uniform(-1, 1) for i in "xyz")
    v.z = -abs(v.z) # ensure negativity
    M = v.to_track_quat('-Z', 'Y').to_matrix().to_4x4()
    M.translation = loc
    ob.matrix_world = M

# test call
ob = bpy.context.object
random_down(ob)

Driving the sun strength
The dot product result is a handy factor to drive sun strength.  It will be maximum at 12 o'clock high, be zero at the horizon and negative below.

max(0, global_lamp_dir.dot(local_lamp_dir)) being used as a driver on the strength

Honored by the ref.. now you've got me trying to get my head round basis,local,parent_inverse : |

    if -1.5708 < bpy.context.object.rotation_euler[0] < 1.5708:
        print('down')
    else:
        print('up')

1.5708 is Pi/2

I don't believe this would work at all times since rotation in the other axis could affect the quadrant that the x-euler is pointing.


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Cloth Simulation folllowing a certain path? (Falling Leaf)
I want to animate a falling leaf that follows a particular path. I want to control the trajectory instead of letting it fly around randomly. Is there a way to achieve this?

Assign all vertices to a vertex group PIN with a small weight. Add a cloth sim, set Shape > Pin Group to PIN, increase or decrease Stiffness to control the influence. Of course animate the object's location and rotation to control where the cloth is dragged.

oh yes! now we're talking :) That works perfectly fine with follow path constraint.

Niiiiiiiiiiiice !!! love that!


text:
i want to know how edge flow works?
I have added a plane as you can see in the picture and I have tried to give edge loop. the question is why the loop does not follow the path that I drawn with red marker. why it follows the upper position and also why it follows down why not go to the side edge in the x axis. it would be a great help if someone helps me and give me the basic idea.

Edges flow always from an edge of a quad to its opposite.
If you grab the vertex wich is in the center of the two top right triangles, and move it down and right, you will clearly see that this "nearly quad" makes its edge flow correctly according to this simple law.

And this is the correct way to make the flow at angle:

Or similarly, dissolving 3 vertices:


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Layer painting problem
I have an issue with painting a certain section that has been 'layered' as in, having created a seperate collection from the object in question. Here is a link of an image describing the details: https://www.mediafire.com/view/h0iz7x4l71lmb59/Painting_Problem.png/file

Your 2 objects are sharing the same material, and the faces of the big objects are overlapping in the UV Editor, you could see it in the UV Editor if you select all in Edit mode, you need to unwrap with another method, like Unwrap > Smart UV Project or mark some seams then Unwrap > Unwrap.


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The character does not follow the path
I want the character to follow the path, but its doesnt work...When i click the armature in object mode and add object constraint follow path, the character will move away and doesnt animated as desire.Seek for help

Drop us your .blend file.

hi, thks for help, the blend file is in the  google drive link. Thank you ^^

Actually it does follow the path, except that you’re supposed to place the armature at the exact same point as the beginning of the path, to do so just press AltG, it resets the location at 0/0/0 but as the armature is constrained by the Follow Path its new 0/0/0 is the beginning of the curve.
Now second problem, once you’ve reset the location, the armature still goes away. The reason is that you’ve given it an animation as you can see if you open the NLA Editor, and this animation contains location datas that moves it away from the 0/0/0. So either delete this NLA strip or delete the location infos of this action.
To delete the location datas of this action: In the 3D View select the armature, in the NLA select the first NLA strip of the top track (the one that plays), press Tab to display the action of this strip in the Dopesheet. Go in the Dopesheet, click on the arrow icon button to only see the actions of the selected object, in the left panel unfold the action datas, double click on the X Location track and press X to delete this row, same thing with Y Location and Z Location tracks.

Thank for helping, what more question,that is how to delete the location info of this action.Appreciate

You are really good and i m really appreciate your help. Actually i still have some question. May i ask?

yes if it's still concerns your main question, otherwise ask another one

Thank^^ My question is how to i assign the path to the particular action? Like i want to assign the path to the second action( human walking) only in my first NLA strip.

And i also not sure whether the way that i do animation is correct or not, i am doing my final year project and i m still new to Blender.

you can't assign a path to a particular action per se, what you can do is control the speed or the stop of the armature along the path for example with the help of the Offset value of the Follow Path constraint, this way you can synchronize actions and Follow Path constraint

For the"the help of the Offset value of the Follow Path constraint, this way you can synchronize actions and Follow Path constraint". Any tutorial available online?

maybe try this one: https://www.youtube.com/watch?v=HsOSDYTsG7o  it explains how to speed up or stop the object along the curve, to synchronize the right action to the right moment, use the NLA

can add u as friend? just because u really helped me a lot, i really appreciate

What do you mean? Are there friends in blenderstackexchange?

maybe facebook?

Oh ok, actually I prefer to stay anonymous but thanks for the proposition, feel free to ask questions on bse  ;))

Anyway...thks for help^^

Ehhhh. in my case, the animation story is the character open the door, then he walk toward sofa and sit down.....i put the open door action and walking action into one NLA strip, isnt correct?but i still dont know how to do the walking follow path

If your character doesn't walk a long distance maybe don't use follow path, just animate the whole thing?

actually i want to know, the way i put the actions in one NLA strips is correct or not?

because this is the first time i do animation and what i know  all learn from youtube

yes no problem, you can put them in the same track if you don't want any transition, or stack the strips if you need transitions


text:
How to Make an Eye Target Bone Move Eye Bones? (Flat Eyes)
First let me start by saying something that might help get rid of any confusion.  I made all the bones look like curves.  I will be calling these "bones" rather than calling them curves for this post to also help get rid of any confusion.  Please refer to the photo to help you understand what I'm doing.
So, I need the character's eyes to look at the target bone.  There are some things that I do not want to change so please don't share a method that will require me to change one of the following:
1.) The pupils are flat cylinders that I want to move around on the lens.  I want them to be cylinders, I know there are other ways of creating pupils on a character but this is what I think is best for this character set=up.
2.) I want the eye bones to be close to his eyes so I can move them easily when I don't need the target in certain situations.  Actually, controlling the eyes with individual eye controls and being able to switch between that and an eye target is a common thing in rigs.  Anyways, I want to keep the eye bones.
3.) I want the target bone to move the eye bones, but parenting is not how it should be done because if you want the character to look far left or right and move the target to where it the character would be looking, the pupils will actually go out of his lenses.  So there needs to be some kind of thing, if the target is far away from the eyes and the target moves a lot, it will only move the eyes a little, but if the target is close to the face, it will move the eyes almost as much as the target gets moved.
You see what I'm trying to do?  I just want the character to look at the target when I'm animating with the target, but the target moves the eye bones.  When those eye bones move, that moves the pupils on the eyes.  That way I can choose to animate the eye bones themselves, and/or the target, to move the eyes.
Does anyone know how to do this?  Thanks.

If I understand correctly you could try it this way:

Create a bone that will be tracked, a bone that will be the parent of the pupil object, and a bone that will be the target.

Parent the pupil object to its bone.
Parent the pupil bone to the tracked bone (in Keep Offset mode).
Cut the Inherit Rotation relation between the pupil bone and the tracked bone so that it won't make it rotate.

Give your tracked bone a Track To constraint with the target as Target.

Give your pupil bone a Limit Location constraint, Pose Space mode, and constraint it on the right axis so that it will always stick to the eye.

Now when you move the target, the pupil follows but sticks to the eye. You may want to add some constraints on the target bone or on the tracked bone if you want to constraint their movements.

Thank you so much!!! This is exactly what I need!!  This not only helps me but anyone else who comes after me looking for answers!  Thank you again so much!

you're welcome, I think it must be improvable but it's a beginning  ;)

Okay so I finally tried it and although it works, there are at least two main issues.  One, when the pupil gets to the edges of the eye (left side, right side, top side, and bottom side), the pupil then goes into the eye and disappears.  Second, the pupil is not actually looking at the target.  I mean, yes, the pupil moves in the direction that the target moves, but the pupil is not correctly lined up with the target.  The pupil is ahead of the target, and for example, moves more to the right than where the target would be if it where there, and same with left, top, and bottom side.

I assume that your "curves" are custom shapes for your bone rig. You can add a simple "damped track" bone constraint to the pupil's bone, pointing to the target; then you can animate the "influence" parameter to control the pupil either with the target bone (influence 1.0) or the pupil bone (influence 0.0).

I already tried this but the problem with it is that the cylinder pupils rotate (because they are facing the target).  I want the pupils to move around the lens without them rotating.
I know I can get the pupils to move around the lens with a damped track and make sure to move the base of the eye bones back far enough so that the eyes will not just simply rotate, but will also move around the lens.. but even if I do that, how do I stop the pupils from rotating (facing) the target.  Of course I don't want the cylinder pupils to rotate on the lens because the surface will no longer be flat.


text:
Render issues – Geometrical Pattern

I checked the similar question and didn't see anything like what IM experiencing.
I'm rendering with Eevee, a render sample of 100.
When I send it to render, I get a very light grey screen with a slightly darker geometric pattern on it.
I don't know how else to explain.
I have tried a few youtube vids on Eevee rendering, and I am stuck.
Any advice is welcomed.

Are you able to edit your question to post screenshots or include a link to your .blend file? (https://pasteall.org/blend/) It's hard to identify an issue without being able to properly look at this.

You can post a screengrab. Just edit your question and drag and drop your image into the editor or click the image icon in the body header and follow the prompts. To take a screen grab in Blender, use Blender's Window > Screenshot menu.

screen grab posted, thank gents

Please send over your .blend file.

Thanks @Blendmaster how do i send file

My blend file is too big for pasteall.org

Interesting one :) https://imgur.com/lJhyKsJ ... you can try to delete object per object and see if issue still persist :) Like that, you can get also been file lighter to share :)

how about using google drive, dropbox, or blendexchange?

you are genius@vklidu

https://drive.google.com/drive/folders/169hsEYpRlRRixMJLu-qW7sWWpsrjM8TK?usp=sharing

change sharing option, like now people have to ask you for permission.

Yeah, I can't access it.

sorry, here is shared link, I do appreciate.... https://drive.google.com/drive/folders/169hsEYpRlRRixMJLu-qW7sWWpsrjM8TK?usp=sharing

Can be marked as duplicate of 11. Clip Start ... or 12. Object blocks View

Your issue is object Cylinder.001 hidden from Viewport, but still enabled for Rendering ... check Outliner Editor.
This object is blocking Camera view. If Cylinder.001 should be a part of your render you would have to move Camera a bit forward or enlarge Cylinder.001
... or go to Properties Editor > Camera Properties > Lens > Clip Start and change value from 0.1 at least 0.4

BTW as recommended in my comment, you could discover the issue by your self if you would delete objects / collections in a few steps to see what affects render issue.

you are right, sorry over tired and over frazzeled meant I was thinking logically. thanks

Your background texture is messed up. If you look in the render preview, the hdri doesn't show. I reimported all your assets into a fresh new EEVEE scene, added an hdri, and the render looks completely fine. Try doing the same. Hope this helps!

So I need to add an hdri in the world shader editor and not just choose from the drop-down menu?

I'd copy all assets to a new file, then choose a new HDRi. Also, If you are using an HDRI, keep in mind it won't look too realistic (unlike cycles.)

A big thanks to all who commented


text:
Cut a logo into a face
I have a plane and I have a logo that is just an extruded 2D logo. The end result I am trying to achieve is basically a credit card size model with the logo as part of the mesh so I can color it and 3d print it.
I've used 3DS Max quite a bit so my plan was to cut the plane with the logo so it would make the faces, color the logo and card, then just extrude it. I can't figure out how to cut the plane with the logo to create faces I can color and extrude.

I believe you'll want to use booleans for this. Select the plane for your model, add a boolean modifier, duplicate the text and set the duplicated text object to be the boolean object for the plane.

Thanks mate, I'll search up how to do booleans and give it a go.

Does this answer your question? Knife Project error in Blender

To use Knife Project:

first in Object Mode select the objects to be cut
then switch to Edit Mode and select the cutting objects in the Outliner (Ctrl-LMB)

... and finally choose Mesh ‣ Knife Project.

I just had to hit the apply button on the boolean operation. The button was under a drop down at the top right of the modifier.


text:
How can I extract sky from HDRi
How to keep only the upper part (the lower part should be removed).
I want to remove nature up to horizon and just keep sky. I only need the sky itself and its lighting. The removed lower part of environmental texture can stay empty.

Blender project:
https://drive.google.com/file/d/1JFRwKPZWHOAcz5V14zQ5uOym9XA-wIk9/view?usp=sharing
Hdri:
https://drive.google.com/file/d/15VIRZ3-7KOdXIUAL5fkEFRCyYJEi9I0d/view?usp=sharing
Edit
How to fix "sun broblem" seen in Gordon's answer?

If you are looking to edit an HDRI, you need to use a software like Photoshop or GIMP

I dont know why people vote to "Close for community reason" ... probably if you can explain deeper what do you mean extract sky (to be used in your scene) ... it is already used ... like you want to remove nature up to horizon and just keep sky to light the scene?

yes, I only need the sky itself and its lighting

What do you expect at lower part of removed part ... what should fill that part of environmental texture?

Since there is a lot of objects overlapping horizon line, you cant just adjust texture position to move it bellow ... so Emir is right you need some image editor to retouch out all unwanted parts.

nothing (or continuation of sky), I just want to have a sky horizon and its lighting and these details spoil everything

Unfortunately I wrote my answer before all these comments... Anyway, there are a few things you can do. But honestly, if you do not want any landscape you might probably be better off with trying to find some sky only HDRI... or mostly sky... or simply use the Sky Texture > Nishita in the world background instead of some HDRI.

It depends on what you mean and how the HDRI should be working afterwards. To really edit the image itself you should maybe use real image editing software as @Emir suggested.
However, there are things you can do in Blender, depending on what result you want. For example, if you want the bottom half of the HDRI to be simply black (or any other color) you can set the Image Editor to Paint instead of View and paint the lower part. Note that it might not really update in the viewport until you have saved the edited version (and maybe even refreshed with Alt+R). And if you want a seamless transition where the left and right side meet correctly it might be better to do this in Texture Paint mode on a sphere with this texture (because you cannot paint the background):

If the black part reaches too high, you can move the sky down a bit by increasing(!) the Z location of the coordinates with a mapping node:

But if you do not want everything black in the lower part, just overall sky, you could also move the texture even further down by increasing the Z location a lot more. I have not completely removed the landscape so that the principle becomes clear:

The only problem with this method is, the sun in the sky moves down as well as you can see above. And because you only use the upper half of the image for the full sphere, everything gets stretched vertically. Even if you decrease the scale on Z this will not make it look better.
If you don't want to stretch the sky texture and not paint it but rather do everything procedurally in the shader, you could also use a Separate XYZ node to get the Z component of the Generated coordinates. This you can use in a Mix Color node to blend between some color (I've now chosen some blue instead of pure black) and the HDRI. A Color Ramp might help with the transition:

and how to fix "sun broblem" ("the only problem with this method is, the sun in the sky moves down as well as you can see above")

@МихаилБайраков Well, I just wanted to mention that this is the downside of the method. Not that there is a solution for the problem. It is just how it is, if you move the texture down, everything moves down. That's it. No fix.

Gordon already covered the topic (with their downsides) ... for proper result manual retouch is necessary (or search for Sky textures).
To retouch horizon from trees and mountains ... you can use in blender only Smear Brush (Image Editor > Paint) ...

... that works for this purpose just fine (or use some external image editor).

Some people use mirrored texture (Scale Z -1) to fill black bottom part like water effect or use Gordon's last nodetree ...

Notes:

to see better overbright parts of texture in Image Editor change Color Management > Exposure and under Image Editor's N panel enable Image > View as Render (if option is gray, save Image as)
Clone brush is not an easy to use in Image Editor. It is more handy use clone brush in 3D viewport (at texture Imported as Image as Plane), but it doesn't operates in 32bit.

authors: Михаил Байраков


text:
Two Shrinkwrap modifiers to one Shape Key

Hey guys, I have two shrinkwrap modifiers that successfully shrink my object 1 onto object 2 without any artifacts, and now I want to apply them to a single shapekey. However I have found that it seems impossible to apply and save the two shrinkwraps together at the same time... any ideas？

You can ...

duplicate object (delete modifiers if any)
select also original (with Shift it became Active) and
under Shapekeys > Join as Shapes

Alternatively you can add Boolean modifier to one of the Target object, than you can use only one Shrinkwrap modifier and use Apply as Shapekey
Blend contains both ways ...

Why not make two shape keys and simply join them into one?

This part is only about merging shape keys, but I'll just leave it here. The solution is the Edit below. You can create two single shape keys, one for each Shrinkwrap modifier as you already found out.
Now go to the Object Data Properties and there under Shape Keys you should find them both. Set both values to 1, so that they both fully affect the mesh (or set them to any values where you like the result).
Now click on the Shape Key Specials menu (the arrow pointing downwards, below the +/- buttons) and choose New Shape from Mix. This creates a new shape key with the combination of the others as result for value 1. You can now delete the original shape keys.
//EDIT: So I thought you had converted both Shrinkwrap modifiers into shape keys and wished them to be one. I never needed two shrinkwraps on one object so I didn't test that and focused on merging the shape keys.
It turns out, that when I apply the first Shrinkwrap as shape key, at first of course its effect is gone (because the shape key is set to value 0), but if you set it to 1, the shape key and the second Shrinkwrap should produce the same result as before (at least in my test they did).
If you now apply the second Shrinkwrap modifier as shape key, you can delete the first shape key and only keep the second - because this one has already merged the influence of the first one into it. So remove the first shape key and if you then set the value to 1 on the second, it should show the result of both Shrinkwrap modifiers. If not, I would ask you to load your file so that we can check with your specific model.

It doesn't work for me ... by applying one by one modifier I didn't get the same result https://imgur.com/u24zhXY ... but I could miss something here :)

My problem is, I have no idea how to quickly construct objects which make two Shrinkwrap modifiers necessary so I first of all went on from the premise I could convert both two shape keys. Now I've tested it and can make a small edit to my answer.

If you want to find out the issue - blend ... I would say by applying only one modifier you loose relationship of vertices of second modifier based on stack ...

@vklidu Works as expected, described in my edit. The merging of shape keys is not necessary, after creating the second you can delete the first one.

Yes, that worked for me too :)


text:
Sequencer's timeline is partly transparent and is hiding my clips
There’s a section of the video sequencer where I can see three clips as you can see in the picture but in the area marked in red there are clips but you just can’t see them. In that area where you can’t see the clips is an alpha checkerboard pattern I don’t know why that is. If I scrub the playhead over the clips in the area marked in red in the picture I could hear the clips play. Any help on this would be appreciated.

Here’s a link to my blender file. https://drive.google.com/file/d/1nVliEzQ4V8GCt3M7vNLme06Fqqr7ViBB/view?usp=sharing 1 I heard that you could just pack the audio files into the blend file but I wasn’t sure so I included them in the zip file)
Edit (by vklidu)
... just to be sure, what we are talking about ... left/right sides of sequencer's timeline has transparent background (only in place of visible strips background is solid) ... there seems to be a hidden audio strips. How can I unhide them / brings bg solid too?

i just cannot see a marked red area?

@Chris I've removed all strips and all objects from scene, but something keeps playing. I have no idea

@Crantisz ... there are hidden strips in timeline in place of  transparent background (checker raster) ... the middle part with the three strips is somehow selected, like some range ... but I also went through all setup and properties, checked internet for such thing ... and I cant find any hint for such ranging it is like some view range or what ... it is frustrating, I feels like an idiot :)

@Crantisz: i looked at it too and had no idea ;) i thought of a wrecked blend file...but i have to admit that i am not a VSE expert...i am still a beginner in that area. I can only think of a cache issue or a corrupt file ♂

Looking at Outliner > Data API there is some mismatch with Screens ... there are several "Default.xxx" ... usually for Workspace - Layout the Screen is Layout and is only one ... in your file for Sequencer workspace is listed 5 Screens ... Does come your blend file from some older versions like before 3.x?

I checked the answer that was correct or I thought it was correct but hadn't tried it yet I figured it would work... it sounded logical. But what actually happened is I went back to my file none of these things that people mentioned worked.... but what did work is...  I first pressed tab to toggle the meta strip so it was a meta strip and not three files because that was necessary to do the next part I then went to the strip menu and chose unmeta strip which wouldn't have been there if I didn't press tab, and then after I did unmeta strip I pressed tab to toggle meta... and I was back to all my files and could see them all ... Not sure if that last time I pressed tab I actually toggled meta because I chose unmeta strip before,but pressing tab in either case worked .
just wanted to clarify because this is the only record of this online and it's important that as a community we make this known

No I actually had to select the menu function titled unmeta strip.... If you read my answer it says exactly what I did and it was different than what he wrote.... Thanks for contributing though :)

The areas covered with checkers are areas not included in a meta strip. You toggle in and out of a meta strip with tab. So, in your case, press tab to return to the normal workspace:

Selecting all strips(A) and then View > Frame All the additional audio strips show up:

+1 oh my god...that's pretty embarrassing that i couldn't even press the tab key when the meta strip was unselected (!)...i still have to learn a lot with VSE...Thanks tintwotin!  ;) at least i wasn't alone wondering LOL

@BONYJOESVARiETYSHOW: please click on the checkmark left of tintwotins answer, because this IS the right answer - thank you!

+bambilion :) I would swear I tried Meta ... but clearly visible I couldn't :) Thanks @tintwotin


text:
Where is a way to script an input socket in Geometry nodes?
If I do something like this:
C.object.modifiers[0].node_group.inputs.new("RGBA", "New")

nothing happens.
If I try to do this way:
C.object.modifiers[0].node_group.nodes[0].outputs.new("RGBA","New")

I get this:

So how it is supposed to add sockets in GN without using ops?

Even if node.type is RGBA, then create node you should use NodeSocketColor
C.object.modifiers[0].node_group.inputs.new("NodeSocketColor", "New")

All available classes are listed here:
https://docs.blender.org/api/current/bpy.types.NodeSocketStandard.html


text:
How to get smooth gradient transition on a mesh
I have multiple stretched cubes, which I have joined, and added a gradient node. but the gradient transition is not smooth, on the 4th cube the gradient is intersecting badly. How can I fix this?
Also on some shapes I cannot cannot control the gradient transition.
https://ibb.co/P5cHZMT

Turn the Mapping Scale smaller.

First, you are using a geometry (shader) node as your texture coordinate - I suggest generated (texture coordinate node) instead, unless there's some specific reason for it. Also, if you "stretched" the cubes and joined them, make sure you have scale applied to the object (Ctrl + A > Scale in object mode). Then if you want the gradient to go "up and down" on the Z axis, separate the axes with a SeparateXYZ Node and just use the Z:

Thanks for the tip, worked well!


text:
How can I create this type of pattern material or texture with nodes?
How can I create this type of pattern material or texture with nodes?

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

I made a similar material with this node tree. You can probably manage to get similar results by using a voronoi texture instead of all the math operations at the begining

Hi Alex, I do like your texture result, but I couldn't understand all the Nodes. I followed your advice using Voronoi, and got a little bit similar result. Here's what I did, but I'm sure it can be improved if you like to elaborate on it. https://ibb.co/zS2rhtx

@blenderbreath I added a blender file to the answer if that helps. I made it with blender 4.0 so if there is any issue you know why.

You can create a hole and bake its normals:

Then use the normal map as a pattern:


text:
insetting multiple faces with continuous borders
My question is associated with insetting faces on a mesh which is undivided by continuous borders.
In the example outlined with red rectangle the mesh I have selected the faces and did an inset, and it insets 3 faces as one. But on the bottom section I'm trying to do the same, but the faces don't have a gap between them. So I select the faces, and do the inset, but the inset either makes a border around all the faces, or each face becomes a square. How can I make the inset with the faces selected which don't have gaps, and get a continuous inset like in the example in red rectangle.
Thank you.

I'm not sure you can do that, you'll need to do it 3 at a time

Moonboots is right. Just select 5 areas of 3 faces and inset them. Blender doesn't know where you want the gaps :).

If you want to split insets to order, but carry them all out at the same time as a way of keeping them even, you can isolate islands by V temporarily ripping an edge-selection...

.. followed by M > 'By Distance' merging your split edges back together again

This is what I had figured out too after so many tutorials I gained more knowledge using Blender. It would be so great if there was a feature just to be able to select the edges which alerts Blender that they are isolated from one another. But maybe in the near future the developers will come up with something.
Kind regards.

@blenderbreath    My 2c on that.. be careful what features you wish for :). I wouldn't want Blender to become a nightmare forest of tiny-button-options like, say, 3DS. I would rather be handed a minimal selection of tools, and be expected to learn how to use them. I wonder what better tag there would be for: 'consider me a boundary' than : 'I am a boundary (reversibly)'.. maybe 'Mark Sharp'? ..but the grammar should be consistent. I do wish Vertex Weights were more tightly integrated into the editing UI, and the notion of 'Edge  Weights' was more general than simply applying to bevels.

Press the i key while the inset tool is currently active. It stands for "individual," and can be toggled to switch back and forth between scaling the newly insetted face centered on the old one, versus scaling it while connected to at least one edge. You can also look at the top of your viewport while the tool is active to see which of these two modes the "individual" feature is in currently.

Hey there, when I press the i that's whats happening, its making it into smaller divided up tiles, or just scales them all together with a border.


text:
How to animate cracks on a object gradually to build up
I have a metre device with one handle, which rotates, clockwise. I'd like to know how to make cracks appear gradually from the centre of the device and go outwards. When the cracks appear from a smooth transition to more intense cracks, (as the hand goes from 0 to 100).
PS: Also the cracks remain on the object, they do not fall, or have colliding object.
PS: If masking method is needed, I can do it with builder modifier to reveal the animating cracks.

Here a few examples:
( This one has cracks, but they disintegrate and fall apart, I'd just like the cracks to appear gradually)
https://www.dreamstime.com/destruction-chocolate-surface-white-ice-cream-filling-chocolate-surface-white-ice-cream-filling-cracks-breaks-video249313129
https://www.dreamstime.com/cracks-wall-green-screen-motion-graphics-earthquake-video195952942

Another example: https://www.youtube.com/watch?v=QHaFaxAZGy0 at 00:15sec

So let me show you my approach.

Enable Cell Fracture add-on

Get your object to crack and make sure that it has thickness and scale is applied. Add a particle system to it:

Number - amount of cracks
Frame end - 1

Open Object -> Quick effects -> Cell fracture.

You can play with settings, I have left all by default.

After few seconds you will get cracked object pieces in the place. Hide original mesh after cracks has been generated. Select all cracks and move into a new separate collection.

You can select all of them by select -> select pattern. Then press M -> new collection.

Then make new mesh (cube for example, points will not be used), add a new geometry nodes modifier and put the collection with cracks into the geometry nodes output, replacing original geometry:

Put scale and set position between the nodes. And check separate children  so that we can move cells separately.

Add Empty object in the scene, we will use it as controller.

Use vector math node in distance mode to calculate distance between the empty and each crack:

Use map range node to set up influence:

this is the final result:

Hi, I am adding a particle system and Im getting spheres generating: https://ibb.co/YfXSk7w

In Step 5, when you instruct: Make new mesh, do I make again new mesh with generated Cracks? I'm confused from this step.

Hide original mesh after cracks has been generated. Step 5 - add a new mesh, a cube for example, it doesn't matter, because its vertices will be replaced by collection with cracks.

I don't know if there'd be a shader or particle approach -- I couldn't think of one.
Possible approaches would include ideas to "fake out" the appearance of the cracked surface.
Here, I have a second surface (object), slightly rounded (squashed sphere), with some animated shape keys, that is then animated to move above the surface.

Some other fake approaches might be to un-Decimate a more static overlay.
However, if you are looking for cracks to form crack-by-crack, with increasing/snaked channels, these are not good approaches.  You might instead need to create an animated gif or sequence of images.


text:
Shape On Animation Path Is Wobbly And Shape Not Facing The Right Direction
I have made an animation of a shape following a path 100 frames. The shape when following the path, doesnt seem to be too smooth, its a little bit wobbly from side to side. Also is there a way to see keyframes in the timeline although it's an animation path?
Also the face of the cube is not facing the right direction when turning along the path.
Thank you.

https://streamable.com/mmq44f

If the cube is not animated, the wobbling should be only due to realtime viewport delays, but a true render should be fine.
When you parent or constraint a follow path function, Blender creates a modifier inside the graph editor, generating a straight infinite line. You can delete the modifier and add manual keyframes on the path animation properies tab, knowing that the number of frames (100 in my example) is the value needed to complete the curve, and the evaluation time is the value of the keyframe (so that 50 will mean half path, 33 one third, and so on).

Thank you Josh! Worked well.

For this I would create a cube, a bezier circle and an empty. All at the world origin. Scale the circle up to the size you'd like then select your cube. Add a Follow path constraint (target the bezier curve) and a track to constraint (target the empty). By keyframing the offset in the follow path constraint your box should orbit the circle and face inwards always.
The easiest way to manipulate moments on its journey between two keyframes is to open the graph editor Shift + F6. From there you can fine tune it's movements. Hope this helps.

Hi James, I also just found this guys tutorial super helpful, shows you ways. One which is the one you mentioned I believe.
https://www.youtube.com/watch?v=HsOSDYTsG7o&ab_channel=blenderBinge


text:
Mesh does the mesh deform when I move a bone
Why does my mesh not deform correctly when I move a bone?
Before rotating:

After rotating:

Here is the file (please don't use it/publish it and claim it as yours)

Thanks, but the principal problem is that the mesh deforms totally

This problem occurs due to your last bottom child bone. You can solve this in weight painting mode. You just select top bone of leg and you see no color with white / blue/ yellow / red to your right leg mesh. just try to select bottom bone of left leg and see right leg shoe has some white color. So remove that white color in weight painting mode. solve problem.
** Edited **

First change your blend from subtract to mix i left brush panel show in first image.

then in second image you can see different color circle. In this you can see painted and not painted mesh by selecting bone with same color. Now You can easily paint your mesh and remove painted mesh with just increase and decrease weight from 0 to 1 in left brush panel.

Could you add some screenshots?

I can not download your file. Can you upload your file on this link http://blend-exchange.giantcowfilms.com/

http://blend-exchange.giantcowfilms.com/b/1352/


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Texture doesn't show up
I have a model, with a node setup that includes a texture. The problem is that the texture isn't showing.
How it should look (the little spot distortions are visible):

How it looks:

My node setup
Node Setup

The file can be downloaded here: https://mega.nz/#!N1hkWQKT!bKLTkcQFxjCWtEtSZgEdV89VmERzoF-ui3EmUqpWxCg

Ok, I'll edit it

I think you would do much better using an image (or even a Noise Texture) as a fac between two orange Diffuse BSDF shaders (one dark and one light). Your texture is applying perfectly, it's just that plugging it into the Roughness: value of a Glossy BSDF doesn't do much.
Proposed node setup and viewport render:

Here is an alternate .blend file with only the node setup (the original was too big for Blend Exchange):
https://mega.nz/#!pcZAlTTI!zmL45Z9Jqw83DvPEwiNk3gnmMItPE8SlrYYcL8MCteg
Edit:
I believe that the Noise Texture and above image does still create a better result, but using the Image Texture, I created the following.

I turned the Mapping node's Scale: value way down to 0.05 so that you can see the Image Texture from the viewport's distance to the bear. If you have it at 2, the following is a zoomed in bear. That to the left; that's his right eye.

@cegaton perhaps, but the op didn't include the image in the .blend file. I might still have included this, but I had no way to use the image without actually being able to see it.

It is usefull, but, why the noise texture only apears in the head?

@Jagredom I wouldn't know. It could be in the mapping. I am not quite sure exactly how you made the .blend file, but I figured you'd probably be able to reapply some materials and figure it out. If my answer helped, please consider accepting it.

Sorry, I forgot that. Next time I will pack them

I'll pack again the file, so the question can be answered correctly

@Jagredom I edited with the answer. Please consider reaccepting my answer if the edited or original node setup helped you.


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Tapering Textures with Nodes
I am still trying to get the hang of nodes and am wanting to do something a bit more complicated than I know how to do.
I have 2 wave textures, one with a thick line, and one with a thin line. I am trying to transition from one to the other - hoping that the thick line would be closer to the edge, and the thinner would be further in.
Is there a way to transition from one to the other? I thought using a mix shader with a gradient as the factor would do the trick, but it is only transitioning the opacity. not the thickness...

does anybody have any other recommendations on how i could do this?

Could you add an image description of what you want to do? I can imagine something but not sure this is what you want to do.

.

I'm not quite sure if this is what you're looking for, but one way would be to take your waves (top), and a Gradient texture (middle), mix the two, and put the mix through a threshold (bottom).
This is object space, so 0 is at the center, and the gradient is made symmetrical by mapping it with the absolute value of the of the texture space.(only X matters, here).
The mapping nodes just line things up as shown in the illustration.

Further to your comment, the above example is, in principle, halftoning. To get it to work as it does in your reference, rather than using a gradient, in EEVEE, you can use the actual light-response of a surface by using the Shader to RGB node.
In an effort to get somewhere near your reference, I've tried a couple of extra things:
The texture space

So the image would work more as if it was printed or drawn, I thought the hatching texture shouldn't change size with distance. The 'Window' texture space does this, but is scaled in proportion to the rectangle that contains it.. so this cluster flattens the space of a perspective camera instead. The top planes are textured in Camera space, the bottom ones in the space corrected as shown. That becomes the little group: 'Screen Space'.
The hatching..

.. has taken your wave texture, given it a bit of a wobble, and tried to break it up a bit with some Voronoi noise. Judging by the aliasing in your reference, the jigs, jags, and missing strokes, I think the hatching there was probably hand-drawn, and that's maybe the best way. I had fun knocking out the odd stroke and messing with the texture space to imitate it procedurally, but the tree was getting too big... it's really a different question. This cluster became the 'Broken Hatch' group.
So now, by mixing two copies the hatching, rotated at different angles, with the output of 'Shader to RGB', and putting through thresholds as shown above, you can half-tone Suzanne. The Mix factors and the Color Ramps give you not-too-twitchy control over the look.

If you're after AO, bear in mind that it can be wound up to more than 1 in EEVEE.

I don't know, this is not as tasty as your reference, it looks too procedural. But I'm sure you could take it from here.

Yes! This is almost exactly what I am looking for. Would it be possible to line this up with the ambient occlusion node so that the thicker lines would be deeper in the crevasse and the thinner would be where the AO Tapers off?

@HenryKeller     Got it, yes, I've got to be afk for a bit. I'll get to it tomorrow, if lemon hasn't answered it for you.

@RobinBetts please go for an answer as you've started for this one, if you want.

@lemon... got a feeling you could have got closer than me...

@RobinBetts, was looking at your answer (before I leave for today), but this is really a good job, better than mine (unpublished attemps and won't be). A hand drawn like shader is not simple. Maybe using some texture could do?

@lemon You could be right. Since I want it for myself, I'll work more on it when I've got some time.

@RobinBetts This have been done https://blendermarket.com/products/komikaze (don't know how)... so not sure reproducing it "perfectly" here is a good thing for the guy. I did it (unperfectly) for another question but since saw his work. So? are we supposed to break his blendermarket offer?

@RobinBetts, no bad will in my prev comment, am just wondering.

@lemon :D Hmmmm,... Nice collection. 'Notepad' is close. What I'd really like to do is extract the principal curvatures of the surface, and get the hatch to follow them. Might buy it to take it apart!!


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Objects not rotating with each other (Rubik's cube)
I am animating a Rubik's cube, and as soon as I get to the second rotation the blocks that have previously been rotated start tripping out even though it should have been reset. I tried making the graph linear which fixed a lagging issue I had, but the blocks still start to spin instead of rotating around a single axis.

Back in the day never had the patience to solve the cube... went for the brute force approach of dis - re - assemble (some would move the stickers lol)  The internals of the cube were very clever.  Blender wise have procedurally emulated the cube with a 3 x 3 x 3 matrix and scripted moves via  frame change handler.   Method akin to empties as axis gimbles  @  center of cube. The 6 centres always remain on the ends of their respective axis.  To rotate 1 or 2 sections about an axis, set child of constraints influence.  Once an axis is chosen a non 90 degree multiple rot'n  locks the other two.

Here's my solution for rotating multiple cubes using Geometry Nodes: Realistically randomize Rubik's Cube And here's older solutions using Animation Nodes: Animation Nodes Rubik's Cube

All the small cubes of the Rubik's cube need to have their origin on the exact same point and it needs to be in the middle of the Rubik's cube. Also, when you've rotated and keyframed a face and its 6 cubes, make sure that you've also keyframed all the other cubes even if they are still, otherwise they will interpolate between other keyframes you've created for them and you may not want that.

In addition to the details provided by moonboots, use quaternion rotation mode instead of Euler.  This can be set in properties/object/transform.  And be careful of auto-handles; recommended is to use vector handles, set in the graph editor.
Euler rotations do not describe "shortest path" rotations; they have torque, and they have the greatest torque at 90 degree rotations.  Quaternions are shortest path rotations, at least when treated as indivisible 4D vectors, but Blender's implementation, interpolating components and then normalizing afterwards, can leave you with errors with autohandles.
Edit: Downvote is probably from somebody doubting this.  Here's a file demonstrating the problems from using either Euler angles or autohandle quaternions, side by side with vector handle quaternions working properly, with a 60 frame animation:

Hello Nathan, is my answser here accurate according to you? https://blender.stackexchange.com/questions/129834/how-do-i-rotate-an-object-along-its-own-axis-windmill ... because it seems to me impossible to create a proper rotation when the object is not aligned with the global axis, whether it is in Euler or Quaternion

@moonboots "Quaternion mode will work better than Euler but it's not perfect either" is accurate.  Nothing is perfect; there will always be precision issues with rotation.  However, if you do a quick test with a plane, rotated 45 degrees in edit mode, rotating in the axis of its normal, I think you'll see that vector handled quats are very, very, very close to perfect.  When Blender moves all the way to quaternion slerp interp (already planned) you won't even need vector handles.

@moonboots If I wanted to be picky, where that answer is inaccurate is that global space doesn't matter whatsoever-- what matters for Euler rotation is local space.  Of course, for an unparented object, those are the same spaces.

Local space is what matters but the fact that the local is not aligned with the global makes things harder to manage properly in Euler from what I understand, am I wrong?

@moonboots Depends on exactly what you mean.  It's easier to manage because you can hit numpad 1 and rotate in world space.  That's easier than dragging rotation numbers.  But the issues with Euler torque come about because the axis of keyframed rotation disagrees with the local axes, and global axes don't enter into it whatsoever.  (Note: rotating in local orientation is not rotating in local axes.  Changing transform numbers is.)  This is easiest to see by using a bone for easy to define local axes, where they are the rest pose axes.

yes ok so there should be a local rotation panel if we would like to have a correct object rotation (for an object that has is not aligned with the global anymore), am I right? Why doesn't such a panel exist?

@moonboots That panel is the is the transform field (or, alternately, you do it by moving a single channel's f-curve controls in the graph editor.)

mmh, it's a bit hard to discuss through Blender Stack Exchange, I will dig the problem further, but maybe one more question, for example, for the windmill question, what solution would you propose if not mine? (i.e. parenting to an empty)

@moonboots I would propose the same solution you did.  (In reality, I almost always use armatures for object animation though.)  The structure needs to rotate through >360 degrees, so quats would be unwieldy.  Axis-angle is hard to set up properly, but it would work as well.  Eulers, with carefully chosen axes, are appropriate for that particular problem.  You can rotate in arbitrary axes with quats, but it makes other parts of that problem more difficult, so Eulers are better.

ok thanks for your answers  ;)


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strange face appears in edit mode (concave quad)
I am new to blender.  I have been getting a strange face that appears when I move vertices in blender.  You can see it in the attached image.  A face still appears even though I have moved the edge and vertices away.  Why does this face appear.

Short version: Never use concave quads.
Long version: Your topology is not good. I think it can be summed it up this way (the 3D nerds will tell me if I’m wrong):
To create a 3D surface, a software needs 3 vertices, no more (real quads or polygons surfaces would be way too complicated to calculate for a computer), no less (2 vertices make an edge, not a surface, 1 vertex is a point).
So triangles are the basis of 3D. It’s true that we mainly work with quads because it’s much more convenient than triangles but actually the software will always create 2 triangles within the quad to be able to make it a 3D surface.
Now, if you create a ABCD quad, the software has 2 solutions to compose it with 2 triangles: either do it with ABC + ADC or with ABD + BDC. I don’t know how it decides, I guess it’s randomly. Most of the time you won’t notice what way it chose because it won’t make any difference.

But in your case, the triangles choice will indeed make a difference! If it chooses ABC + ADC it will give a correct shape and you won't notice anything, but if it chooses ABD + BDC it won’t give what you want. You would like it to choose the first solution but the software has absolutely no clue that it’s the good way to do it.

So what you need to do is to correct your topology, at least create an edge between A and C.

Thanks! That makes sense!


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Add object to animation (Holding an Axe in Hand)
Can I add a object to the animation without to animate it so it just moves with the other transform or is this not a thing in blender?

I want to add this axe to my player model and to make it so it moves with the characters animation.

You can give your axe a Child Of constraint with the hand bone as Target, or select your axe, shift select the armature, switch it to Pose mode, and press CtrlP (Parent) > Bone.

Thanks this perfectly worked. I just made the axe a child of the hand bone. Again thank you so much :)

While parenting does make your prop move with your hand, I recommend you to use constraints instead. As parenting lacks several controls constraints have like the ability to blend different parents or toggle ability over time

he could also give a Child Of constraint to the hand instead, with the axe as Target, then move the axe instead of the hand


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Light passing through paper (Chinese Lantern)
I am beginner of blender. I try to render a Chinese lantern and it is my reference.

I do some research on google and found that most of the people use Mix Shader(Translucent and Diffuse). So it is my first try.

It looks bad. The whole lantern is a same color. So I adjust the Transmission value.

It looks better but not enough.  Theses parts have no difference of brightness. I try to scale down the light source. It worse.

The problem is not fix and two strange glow edge appear. I guess they are the shape of my model.

I have no ideas how to fix those problems. Please give me some suggestions

I think increasing the Subsurface Scattering a tiny bit may help, you could try that

Are you working in Eevee? Translucency doesn't seem to work as good as in Cycles... Take a look at the second answer here, he talks about switching the Principled from CGX to Multiscatter CGX

Here is a quick take using Cycles.
Bottom line here, some Transmission and Transmission Roughness and a pinch of Subsurface scattering.

Nicely done, and nicely shown. I wonder what your kanji mean?

The Chinese name I was given :)


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How do I make steps like these? (Staircase)
Here is what I want to steps to look like.

Basic steps and the bottom part should be one face.
What I did:
Created 2 planes and used array modifier for the steps.

Created one big edge for the bottom part. subdivided it and filled the face in between bottom edge and steps. -> Leads to some weird UV map and material looked weird

Extruding the steps down and using boolean, didnt work for some reason? (Only worked with subdivision modifier)

Extruding the step edges down. But now I got a "step-like" Edge on the bottom part. Then I merged the two vertex above another. But now I want to bevel the edges and for some reason on some parts I have double edges that go all the way down and not only like the red edge in the picture.

maybe array this? https://zupimages.net/up/22/22/quv9.jpg

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

Check out :  https://blender.stackexchange.com/a/224081/35559

I'm a sucker for Geometry Nodes, so of course that's my suggestion. I used 3.3 Alpha for this,  but it should work with 3.2 Beta or even 3.1 with some adjustments.
Modelling a Staircase with Geometry Nodes
Geometry Nodes are very good for a predictable objects like that. You can create a few settings inputs to reuse it in other situations and you're all set.

The full node tree.

This is basically math and math and a bit more math. I created a curve triangle by deleting a vertex from a square, turned it into a mesh, cut a piece of it, duplicated, realigned and merged everything.
Here are readable close ups and what they do. Ignore the rounded edges, I forgot a bevel modifier on in some shots.

You can bevel it by applying the geometry nodes, converting the "bottom" attribute to a vertex group and using that in the modifier.

Wow thank you. As I only did some geo node tutorials, I feel like I havent really learned geo nodes but only some recepes. I was sure there must be easy/obvious way to model those stairs but maybe I will try your approach. Thanks again for your effort!

Sadly, I am already stuck since I dont have the extrude mesh node

@patrick823 I find Geometry Nodes very useful for cases like this, architectural elements, because you'll only need to "model" the base asset once. That's odd about the Extrude Mesh Node, what version you're using? It already has an entry in the manual, so it should be included in the latest stable release. Named Attributes, on the other hand, are in 3.2 beta.

@patrick823 Note: This node tree also serves as a tip for modelling the stairs in the regular way. Start with a square, remove an edge, adjust height and depth to match steps' specs, extrude it to staircase's width. Then you can use an array mod with relative Z, Y 1 and your steps number, apply it, extrude the bottom on Z, remove useless loops and do a boolean with the floor and top to remove triangular tips (or just sink it in another objects).


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Camera follow geometry nodes
I have made a random curve in geometry nodes and need the camera to follow this curve.
I can get both an empty and an object to follow it but I just can't get the camera to stick to any of it.
I have tried with Child Of and with Parent but even though I see the empty or object move along the line, the camera doesn't move.
I have tried making an object with vertex point follow the line, and make the camera Child Of that vertex group but still doesn't work.
So how to do this?
Can't the camera stick to anything made in GN?

Please show us your setup with screenshots or a file (blend-exchange.com) so we can see what's going on.

I think it is here https://blend-exchange.com/b/J5QgVYRX

Add Plane, Parent (three point) Camera to Plane, add GeoNodes to the Plane ...

Could be helpful for Rotation https://www.youtube.com/watch?v=abjIKm_UHNo

Thank you so much :) It works just like I wanted it to :)


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UV texture not applied
I downloaded a character from here and opened it using CATS addon. Face was pink, indicating missing texture. However, I confirmed, that the texture was indeed not missing.
The texture appears correctly in "Texture Paint" layout, but not in any other tabs.
Any idea what's causing this?

Issue
Texture is there, but in that quite complex material toon01.bmp and toon02.bmp texture is still missing.
Those textures are used to overlay MMD base texture node. So the results appears pink.
BTW would be helpful to mentioned version of your Blender. Written for 2.7, 2.8, works for me under 2.91, but errors for 3.+ ... took me a time to figure out what cause the issue.
Solution
I never deal with toon shaders so I'm just guessing ... according to packed toon.png texture and this reference ...

... you are missing the skin texture. So I just took bluish (toon.png) texture, edited color in some image editor app by shifting HUE value to get some skin tone (Saturate, Brighter) and saved as missing texture "toon.02.bmp".

Update source under Material editor the Image node properties ...

So is there a way to fix that if toon1 and toon2 bmp files are missing?
Thanks for the reply tho!

Answer updated ...


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Repeat Part of Image in a Single Face
Is there a way to make texture repeatable, like example below?
I have one general texture:

And I want to repeat symbol B like this, but without cutting the face, using same texture:

Thanks

In Short
To repeat an image texture in single face you have to math a bit UV vectors.
I used same UVmap from ABC material for second material BBB with this node tree ...

Crop and repeat UV by 0,333 with Modulo (Math) node on X axis
Offset UV by 1/3 on X axis to get letter B in the view segment

Behind the "Scene" :)
In general UV system positions image textures in 2D space (object surface) by assigning X,Y coordinates to each pixel. In blender it can be visualised by RGB colors (as equivalent to XYZ vectors).
Any image (square or rectangle) placed into blender becomes described by X - horizontal, Y - vertical vector per pixel from 0-1 (visualized in colors by mixing R and G channels also from 0-1 in image with B channel as zero).

On this screen the top and front face is sharing the same UVmap position on image texture. (Even it doesnt look like I can ensure you it is just a known optical illusion).

If you duplicate the material and assign it to front face, you can than manipulate vector coordinates (values) of UV by math nodes.
What above nodes do is just add, subtract, divide ect XY value ... in your case you need just to manipulate X vector ... Module math starts repetition of a texture at given value, when reach reach the given value it starts to repeat left side of an image texture again ... like that you see letter "A". To display midle of this texture with letter "B" you need to offset all pixel values on X axis to move it a side ... simply done by adding a 1/3 value to each pixel.

Even for eyes it is illusion again all the three segments on front face correspond by color to the middle part of top texture :)


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Render is Blank (Empty)
I'm working on this donut for my first time on Blender, and I opened a vertical split. But I can't see the original object or image. Also when I try to render the image, it says "Launch failed". Here is a screenshot:
As you can see on the left, it's not showing the rendered image. Why is this happening? Any help is appreciated. :)

Hi. Please only ask one question at a time. You are welcome to ask multiple questions but as separate posts.

Under Render Properties > Device switch from GPU to CPU. Your graphics card can't handle this task.

Oh okay! thanks buddy!

If it answered your Q, consider mark A as Solved (checkmark under vote number) so others can see it from a list.


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I downloaded a font from an online website, how do I apply it to my text
I downloaded the pistoleer font from this website https://www.wfonts.com/font/pistoleer-3d and i want to apply this font to my 3d text. When I click on the folder next to font and search for the pistoleer font, it is not there. Is there a way I can use this font?

If it's still text go the the text thing and look through the parts and it should be there.

Possibly related: https://blender.stackexchange.com/a/158318/74827

This is a common way to select font from your directory.

To get directly to specific directory you store fonts, you can set path in User Preferences.

If you don't see your font listed, file format of your font is not probably supported, but in your case I can see it (TTF or OTF is OK file format).


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Quick Liquid and Smoke doesn't work in viewport
When I make smoke by Object > Quick effect > Quick Smoke/Liquid it appears nothing on the viewport.
Once I bake it appears just right in viewport, but still error while rendering.
I don't know what is wrong with my scene.

this is my Blender file

Thanks for correcting my post. Since I am not an English native user, it makes a lot of error

This is a result of the change to mantaflow in Blender 2.82. You will have to click the Bake Data button on the Physics Properties Shelf of the Smoke Domain, and do this every time you make a change for that change to become visible.
You also have to bake noise data separately if you have noise activated.

oh wow This is not an error or something went wrong? It's sad that I can't check the smoke in real-time. Thanks a lot anyway. now I can stop reinstalling blender

You can set Cache Type to Replay which is the default and play the animation in viewport or change it to Modular, and bake.
This is a basic scene with a cube set to domain and the sphere as the smoke inflow
https://pasteboard.co/J8glxij.png
scroll down and choose modular as shown in the image
https://pasteboard.co/J8glKVT.png
then bake the data, you can bake particles separately too
https://pasteboard.co/J8glYBc.png
And you will have smoke in viewport
https://pasteboard.co/J8gmbr5.png
This is using Blender 2.83 alpha build.

Much better thanks. When you want to add more info you should edit your original answer instead, don't post a new one. One last thing, see How to upload an image to a post so that images aren't lost. If they go missing your answer becomes empty and very hard to follow.

thanks for the suggestions! gonna follow them now thanks


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How to make a HUE colour node with cycling colours
I have these nodes set up. What I'm trying to achieve is, the first frame to be red (or any colour which starts from same colour and finishes on starting colour, and the last frame to be red. and the animation to cycle once through the colour spectrum between frame 0 to 50.

Did you try to animate the hue field? Isn't that enough?
If you set the color to cyan, you can even just animate the slider from 0 to 1.

I think a more intuitive way to achieve that will be using "Combine Color" in "HSV" mode, and animating the Hue using a driver: #frame/50

To support starting at any color, you can use a more complex formula like this: fmod(frame/50+0.5, 1) - it again divided the frame by $50$ to normalize the frame range to $0..1$ range, then offsets it by $0.5$ to start at that value, and since the range becomes $0.5..1.5$ half of it is invalid and results may vary (I expected it would get clamped but something else happens). The modulo divides it by one to take the fractional part, as on this graph:

Instead of using a complex driver like that, consider moving the driver to a separate value, and using the node system from there:

The second driver there is to automatically synchronize when you modify animation length (which might be something you don't want to do).
Geo Nodes: How can I reference total frame count for math equations?

Regarding carlo's Method, I am able to make the cycling colours from the HUE field, but its starting from Cyan to Cyan, and I'm trying to start it from red, but the colour wont change. Here's the file shared:

@blenderbreath My method starts at red.

I removed the reciprocal tip as upon closer inspection it didn't quite work :P

Thank you for your node examples. But I have a concerning question. Your method does start with Red, which is at 0 in the HUE field, and transitions through all the colour spectrum. But I tried with Cyan, and this colour value is at 0.5 in the HUE field, (half way) so from 0.5 to 1 I only get half the colour transition.  So my question is, how to get a full colour transition, regardless where the colour value is located.
So if I ask you to make a full colour transition starting with magenta which is at 0.9 the next colour at 1 is Red, and no other colour transitions are in between.

@blenderbreath use modulo. In your question you specifically said you start with red and want to end with red, so I implemented the nodes to reflect that. If you said you wnt to start with one color and rotate through the spectrum to end up where you started, then I would add the modulo to the answer.

Is this a math node Modulo?

Thanks for this explanation, really helpful information. Time to do more studies on drivers and nodes. Kind Regards!

To sweep through an arbitrary loop of colours over a defined period, you could, for example, use an arrangement like this:

..using the E eyedropper tool to match the first and last stops on the Color Ramp. Clamp must be unchecked on the Map Range.

Here's another version, looping through all hues, starting at 'Color at 0':

I swear I didn't notice your answer when I edited mine, looks like I stole yours, blatantly :D

@MarkusvonBroady Hrrrmph! :D ... (It's hard not to stand on each other's toes when there's only 1 square foot available) I think the answers are still distinct enough to leave this one up, if you don't object. OP not quite clear, and you were first.


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How to make the outer cog gear go around the smaller cog gear
I have a set of cog gears animating, and I would like the outer rotating cog to go around the smaller cog and then fall back in place. I'm confused how to do this.

I'm confused how the outer cog and the small cog should both be rotating counter-clockwise...

You could make it follow a path and animate its rotation on itself like that:

For the file you share, first thing remove the Generator modifier in the Graph Editor so that you can control the Evaluation Time of your curve:

Then keyframe the Evaluation Time so that at frame 0 it is at the location where it's going to be dragged by the small cog:

At frame 100 make it do a complete turn, keyframe again, also make the interpolation linear with T, and put a keyframe on the gear rotation:

Put keyframe on the gear rotation until the end of its movement around the small gear, again make the interpolation linear:

Put keyframe on the gear rotation until the end of its movement around the big gear:

File:

Im almost there, but the rotation of the cog isnt spinning correctly, can you please take a look at the file, and let me know what I have dont incorrect.

I've edited my answer, I hope it helps

Thanks for the detailed information, certainly did help.


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How to made these multi holes with Nodes
I'm trying to make these holes using the bump node method. I only want to make the holes one side of my mesh.

can u pls do pack resources before uploading? thx.

File is packed, you can review it, thanks.

i updated my answer

although you didn't provide your bump map, you can achieve the same with a voronoi texture like this:

So i replaced all randomness by setting roughness and randomness to 0 in the voronoi texture, the used a colorramp to sharpen the hole and put that in the bump node. Make sure if you are using cycles, that your material in settings had "bump only or bump and displacement". Also this only works that nice if you do a new uv unwrapping with "smart uv project" because it wasn't unwrapped even.

update:
the problem is that you have a bump map with alpha. So you have black and alpha.
Try this:

Thanks for providing the Node set up.

you are welcome


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How to split faces where they intersect
I am working in edit mode in Blender 2.8.
There is a volume through which I constructed 2 planes. Now I want to remove the excess parts. To do so, I think I need to split the faces where they intersect.
See the image: I want to remove all parts marked with a red cross.
To do this, I think I just need to figure out how to create the edges with the green dotted lines, but I can't figure out how to do this.
Maybe another way to explain this: if you look at both the horizontal and vertical line in the front, these do not intersect. Although they are in the same plane, there is no vertex where they cross and I can't find any button to perform this action.

Solutions I tried:
Rip apart the faces. In the screenshot I'm trying to adjust one of the faces, but this doesn't really merge the top edge with the horizontal face, which is what I'm looking for. Or maybe I'm not using the tool correctly.

Hello :). There was a very similar question a few days ago. Let us know if it helps in your case :).

Thanks @ᴊᴀᴄʜʏᴍᴍɪᴄʜᴀʟ that fixed it. What I did was: Face context menu: Intersect (Knife) and select "self intersect". This is exactly what I was looking for. Feel free to create an answer so I can accept it.

Happy to help :). I'll just link the two questions, so others can find it. No need to post an answer again.

Go into face select mode and select the faces you want to delete then press x so the delete menu will appear then select face to delete the face and to again close the open face go to edge select mode and select the edges you want to close and press f to make the face.

The problem is that there is no edge to create the new face. In my original screenshot: the green dotted lines are not edges.

Hmm, I miss understanding the problem. Yes, in this case, you can use the knife tool to make the cuts or edges then you can apply this technique to remove the faces.

If you would like to completely separate the faces while leaving them all intact, you can select the edges shared by the faces and press V to rip them apart.

This doesn't seem to do what I was expecting. I will add a screenshot to my original post to explain