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How to achieve a dotted landscape
i try to achieve a dotted landscape like in this example.

I tried to solve it by an array but i dint get the landscape displacement to work.
an easy way would be to add a sphere to each point of a landscape mesh but i don't know how to do this.
Sorry if this is easy to solve, but i am kinda new to blender.

Sorry, do you mean dots like the material (green), or the lumpy ground?

i mean the glowing green spheres that are evenly distributed across the landscape

https://blender.stackexchange.com/questions/28789 https://blender.stackexchange.com/questions/7434 https://blender.stackexchange.com/questions/48931

You can do the texture using a brick texture node.

Then use a displacement modifier a highly subdivided plane.
For the displacement use a texture that as a height map for your landscape.

For more detail read:
Landscape topography from grayscale image
For the glow use a glare node.

You can create one segment with the shape of the light at it center:

Duplicate on X and Y with 2 Array modifiers, create mountains with a Displace modifier:

Give your light an Emission node, give the ground a dark green texture with a Layer Weight to make it glossy:

In Eevee play with the Bloom value to make the lights glow:


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fbx exports one animation per object
I have a baked simulation of a wall shatterinng that I'm try to export to Unity.
Everything works ok, except that when I open in Unity, instead of having a single animation with all the objects animated in syncro, what I get instead are tons of animations, one for each part of the breaking wall.
In maya, what I'd do is use "combine" to join the different parts of the wall. But ni blender, "join" turns the object into a single mesh, making my wall a single mesh. I'm a bit confuse.

source: Stack Exchange

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

sort: votes


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Turning each frame in a 3D animation into a flat grease pencil - possible/viable?
Full disclaimer: I'm not an animator, my question is based on the perspective of someone on the outside looking in, so I am aware that my question might seem ignorant to hardened veterans of either 3D and/or 2D animation. I mean no disrespect with my question, I just had an idea and I was wondering if that idea is, first of all, possible in Blender to begin with, and second, viable or even practical for someone who actually works in the field. I am aware there are probably lots of issues I'm just not seeing as a non-animator and it may not be as useful as I think it might be.
I follow the creator of a completely fan-made series based on the Star Fox series, called A Fox in Space (to avoid the wrath of the Nintendo ninjas), and he made the switch from Adobe's line of products to Blender a while ago. It's fascinating to see how he transferred all his knowledge and workflow into Blender and how much better everything looks. It's also easier for him to animate and compose.
Since he's doing a sort of rotoscoped-like art style to mimic the look of old cartoons, I was wondering if there is a way to animate it quicker - not because I'm impatient for the series to finally come out, but because I'm really lazy and I always try to make things easier for myself or other people.
So my idea is: if he's going for that sort of rotoscoped art style and he's already using Blender, wouldn't it make sense to use actual 3D models as the base? Instead of hand drawing everything from scratch, he could use 3D models to create the base, then touch up on it with the grease pencil tool. The idea is not to completely replace hand drawn animation, but rather to supplement it and make it easier for artists to get all the frames they need.
The way I imagined it to work, in theory, would be like this:

create a model, complete with rigging and everything, but it doesn't need to be a detailed model
animate said model to the best of your abilities
turn each frame of the animation into a grease pencil frame, using some kind of process to make sure only the outlines of the different parts of the model (such as faces and clothes) are turned into strokes
make adjustments to the generated frames to fix any unwanted properties that come from using 3D models

So my question is:

is something like that even possible in Blender?
would this even be of use to actual animators? Or would it cause more problems than it's worth?

Yes, it‘s possible - I would say.

One of the newest Blender features, Lineart, competes with Freestyle by generating grease pencil curve on meshes instead of drawing pixel on the finished render. So the technology is there. As for viability, very debatable, often 3D is too realistic, often in order to make a good 3D art, you first make a 2D concept art first, so maybe it's not the greatest idea to do the reverse... But it surely would be nice to have an additional workflow and additional possibilities...

@MarkusvonBroady I didn't even know that was a thing... then again, I don't know a lot about Blender, otherwise I wouldn't ask these questions. :') Now all I need to figure out is how to flatten the generated Grease Pencil along the camera perspective and figure out how to do that automatically for each frame of animation, EASY. Oh, and also figure out how to rotate each frame to match every other frame in cases where the camera orbits an object for example.

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


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Is there a "read-only" mode?
When I'm working with Blender, I usually have some references lying around, either images (using tools like PureRef) or other models. When I look at other models, I open another instance of Blender just to view said models.
That's usually not a big deal, if ever, but I was wondering: is there a way to open a Blender project in "read-only" mode? Where you don't have all your usual fancy tools loaded, but you can just navigate around the scene to look at your model? Basically like regular Blender, except you can't edit anything.

what about deactivating the Show Overlays option and making the scene full screen?

@moonboots Maybe I'm missing something, but that still allows you to edit your scene.

Ctrl Alt Spacebar maybe? You can still edit though but the interface is super limited

No, there is not, i think it has to do with the fact it's an open source Software, so you can't limit the user experience because another user will be able to move it back to an editable object. But just guessing https://blender.stackexchange.com/questions/672/does-blender-have-a-file-locking-feature


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How to find out the type of a node in Geometry Nodes?
Disclaimer: I'm still fairly new to Geometry Nodes, so apologies if I've missed something obvious here...
Let's say you're taking a look at some of the demo files that are generously hosted on the Blender website, like this Procedural buildings example. If you wanted to recreate the Geometry Nodes one after the other, how can you know the "type" of each node? How can I know that one node was created from "Attribute Clamp" for example?

Reset the node
The Node Wrangler add-on lets you "Reset" the node properties to a clean slate. You have to enable it first in Edit > Preferences > Add-ons :

Pressing backspace will remove the node's label and display its base name instead.
You can also go to Node > Reset node
Or click on "Reset Node" in the Node properties in the N Panel on the node editor's right side.

You can CTRL + Z (Undo) afterwards to un-reset the node.
Remove its label
In the N Panel on the node editor's right side, navigate to the node properties and delete the text in the label field :

Notable exceptions : The Math, Vector Math and Boolean nodes automatically have their name changed to their operation (eg Add, Multiply, Greater Than...)

The immediate geometry nodes which you see in this demo sample are already 1 step up in hierarchy, so they were all individually named and consist of groups of geometry nodes themselves.
To expand the view for "initial" geometry nodes, just click on the highlighted symbol.

and then here to get back to the parent node.

But those "child nodes" could still have been renamed at some point. How can you tell something is a "Point Instance" when it was renamed to "FooBar"?


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Flatten points relative to the camera?
Slightly related to this question. Taking the default scene as an example, I have the following setup:

This is the default cube with an empty grease pencil object, which has the line art modifier pointing at the default cube. This is what you get when you apply the line art modifier and remove/hide the default cube:

The resulting grease pencil points occupy all three axes, which is completely expected given how the line art modifier works, but since I want to edit the result like a regular flat grease pencil object, I want to flatten the resulting points along the same rotation as the camera. How can I do that?

Edit Mode > Grease Pencil Menu > Clean Up > Reproject Strokes will flatten your GP object, with plenty of projection options.

Works like a charm! Just had to select every point and press 0 to get into the camera view before I select the "View" option. Thanks!


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Why does my RigidBody jump weirdly in the begining of the animation?
As soon as the animation starts the top of the box weirdly jumps or wiggles, depending on wheter Mesh or Convex is selected. Here is the download of my project

You've chosen Shape > Convex, it makes the lid collides with the box, so instead choose Mesh which will respect the mesh shape. Also choose the minimum Sensitivity > Margin:

thanks for the help, now it works just fine. Could you maybe also tell me wheter i got the following right: Convex Hull doesn't have the inset, where Mesh has and that's why Convex makes it pop up. Also the margin propertie makes colliders bigger than the objects they are connected to.

convex hull creates a kind of virtual cage that contains the object, but that cage is convexe whereas your lid object is concave, so you need to switch to mesh. As for the margin it makes the object bigger, yes


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How to bring back first start Key configure preset selection?
If you first start Blender after installation you get a screen where you can select the key bind preset, between Industry standard, blender 2.79, Blender 2.8+ etc.
I Miss clicked there and now i cant figure out how to bring this window back.

Thank you, that did the job.

On the top meny choose: File > Defaults > Load Factory Settings.
Or delete the userpref.blend file.
To find it, read this link:
Where is the startup file stored?
or read the manual page:
https://docs.blender.org/manual/en/latest/advanced/blender_directory_layout.html?highlight=userpref


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Eevee motion blur do different utility to objects?
I built my scene with .abc animation and still assets, and I opened motion blur in scene setting.
As you could see that the garments part have more motion blur than the head.
Why is that happening and how to fix this?

I’m not sure, but I do know that motion blur in EEVEE works only with camera motion: It is a screen space effect. If the head and scenery are moving with the camera, but the body isn’t, that might happen…

@ZargulTheWizard Sence it is an blur algorithm based on vertexes transformation within screen scope, all objects should be blured using that standard and capable to be expected. Apparently my character has his garment body and head moves forward together at the same pace, I really can't figure out what's going on about that motion blur.

you know more about it than me I guess. Yeah, that is weird.


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Eevee Shadow Aliasing and Jagging?
I'm pretty new to Blender & Eevee and I'm really beated by this problem (Fig.1)
that I've already tried to toggle with the only one Sun Light (Fig.2), and Render Setting Shadow(Fig.3)
And here's my clipping settings(Fig.4)
I'm not familiar with Blender's usual project configuration that whether the size of objects or the whole scene would have an influence on Eevee Render Effect.
Now the main problem is how to get rid of these jaggy shadow?

Have you tried increasing the geometry in those buildings?

@Luciano These buildings are triangulated polygons and simple, why increasing the geometry would matter?

Sometimes too little geometry can cause issues. Have you also checked normals, or if there's no double geometry? Does it only happen in Eevee or also cycles? is there motion blur in the scene? Also maybe you just need more light bounces.

@Luciano Too little geometry reminds me that I did

if you find a solution post it as an answer, it could help other people with the same problem.


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Why I can't organize objects in outliner as I want

What can I do if I want to organize my outliner as I want?
For an instance, now I would like to have a shuffle to the Light_grp, but I didn't find out a way to do that. And I mean, this should be done by dragging intuitively, isn't it?
It seems to be forced sorted in outliner that I can't do interactions like "move up/down a level" and "move to top/bottom".
And if I can't do that, what's the forced sorting for?

Ok, I played with the outliner, and it sorts objects a bit randomly at times... :)).
However, what you're asking isn't possible as of yet, only collections can be reordered manually.

This reminds me of how After Effects Project Panel is sorted, which would force everything sorted in alphabet name order.(Alphabet order seems to be the REAL order, though you could choose Size or Type order, errors might happen in index or selection array especially while you are in scripting)

Sounds pretty similar. Blender sorts objects by creation date (if you uncheck alphabetically), but it's kind of buggy at times :))


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Cannot import an FBX model that I downloaded from Unity
I am completely new to Blender so it is possible I have missed a simple step so bear with me.
I downloaded a character asset from Unity but the rotation for the mesh collider is different to the actual model. So I downloaded Blender 2.91.0, planning on adjusting it there as I can't do it in Unity (I don't think) but when I try to import the FBX model, I receive this message
Python: Traceback (most recent call last):
  File "C:\Program Files\Blender Foundation\Blender 2.91\2.91\scripts\addons\io_scene_fbx\__init__.py", line 216, in execute
    if import_fbx.load(self, context, filepath=path, **keywords) == {'FINISHED'}:
  File "C:\Program Files\Blender Foundation\Blender 2.91\2.91\scripts\addons\io_scene_fbx\import_fbx.py", line 2613, in load
    _(); del _
  File "C:\Program Files\Blender Foundation\Blender 2.91\2.91\scripts\addons\io_scene_fbx\import_fbx.py", line 2612, in _
    fbx_item[1] = blen_read_material(fbx_tmpl, fbx_obj, settings)
  File "C:\Program Files\Blender Foundation\Blender 2.91\2.91\scripts\addons\io_scene_fbx\import_fbx.py", line 1473, in blen_read_material
    blen_read_custom_properties(fbx_obj, ma, settings)
  File "C:\Program Files\Blender Foundation\Blender 2.91\2.91\scripts\addons\io_scene_fbx\import_fbx.py", line 372, in blen_read_custom_properties
    assert(val >= 0 and val < len(enum_items))
AssertionError

location: <unknown location>:-1

Any help would be greatly appreciated!

which model did you try to import? so that i can try and replicate the error
and by the way you can edit models in unity with a free package you might want to look into that

Here is the link: https://assetstore.unity.com/packages/3d/characters/animals/toon-fox-183005

seems to be a bug i googled it and sadly there isn't a real fix - you can try to change in a different software - as i said check out model editing in unity. and also if it is a separate object you can rotate objects in unity


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Bridge edge loops causing distotion in my mesh
I am following a tutorial and I bridged 2 edge loops and it is causing the geometry to appear distorted. I have attached the file as well - https://pasteall.org/blend/48bb216ac48045c6a4a134a03a22fd75 I would like to know what causes this.
Thank you in advance.

it looks like inverted normals, try to select all and Shift N

Thank you! That did the trick!

It looks like inverted normals, try to select all and ShiftN


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My feet armature looks off center in pose mode but fine in edit mode. Why?
When I am in pose mode my feet armature looks like it needs some tweaking but when I go into edit mode it looks ok to me. Why is that? .Blend -----> https://pasteall.org/blend/42eadce5e53d48daa57d90a7e60fc83c
Pose Mode

Edit Mode

There are 2 reasons here why the bones position is not the same in Edit and Pose mode.
First off, you've moves the bones in Pose mode. To reset select all bones and press AltG (AltS and AltR to reset scale and rotation).
The second thing is that IK bones will always point towards their controller (i.e. their Target) as soon as you switch to Pose mode, you'll see what I mean. For example for the bone called Angle.L the target is the bone called Ankle_IK.L:

if you enable and disable the Ik constraints:

So if you don't want the IK bone to move when you switch into Pose mode, you need to correctly align its target in Edit mode (or align it to its target):

Note that as you have a chain of several IK bones you'll need to do it for all of them.

Thank you so much!


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Problem with Rig. Part of one finger does not move with the mesh
I tried Recalculating the outside normals, Merge vertices by distance and weight paint but the middle finger does move correctly with the mesh. The top of the middle finger part of the mesh is the problem. The bottom part of the middle finger mesh seems fine. Any help is greatly appreciated. I have included a pic and my .blend file. Thanks in advance!

https://pasteall.org/blend/72a204c539cf42a6ad9ffc39ba8680b4 <---- .blend file.

If we press AltH in Edit mode we can see that you have a hidden bone, and if we check its Deform option we can see that it is activated, while I guess it should not because you probably don't want it to weigh on the fingers, so deactivate this option and it should work fine. Also, disable the Deform option for all the bones that are not supposed to weigh on the mesh, and maybe even reparent.

THANK YOU SO MUCH!!!!!!


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I can not get "track To"constraint to work on my eyes
I have bones in the eyes names Eye.L and Eye.R I have bones in front of the eyes marked Eye_Look_At.L and Eye_Look_at.R - The course instructor says to add a "Track To" constraint on the Eye.L and Eye.R bones and choose "Armature" and the corresponding Eye look at bone. I have tried everything to try and move the eyes with the Eye_Look_At bones but nothing is working.

blend -  https://pasteall.org/blend/58c09422bd24405191af0c587d16b8e3

Please see https://blender.stackexchange.com/questions/31711/how-can-i-make-an-object-face-or-locate-to-the-active-camera/31715#31715

You just need to choose the right Track To direction, i.e. the bone axis that is supposed to point towards the Target, which in this case is Y, and it seems to work fine:

Thank you. I managed to get the eyes moving using the track to constraint bones. But when the constraint is on the eyes are cross-eyed and when the constraint is off they are normal. Could you tell me how I can fix this? .blend ---> https://pasteall.org/blend/f9583f5c96944895a5d62272d21c4f5f

you need to put the bone head at the same location as the eye sphere origin

Can you explain how I would go about doing that? I am a bone head.

select the eye object, make sure that the origin is at its center, then shift S > 3D cursor at selected, then select the bone head (the sphere at the base of the bone) and shift S again > Selection to 3D cursor, so that the rotation center of the bone is at the same point as the eye rotation center

Can you recommend a course that will actually teach me how to learn blender?

you can find a lot of tutorials on Youtube, like Grant Abbitt's and many others, it depends on what you want to learn

The problem is solved and it was such a simple fix. I checked the box next to "Target Z" and the eye rig is fine now. I do not know why it worked, but it did! Thank you for all the help. I need all the help I can get trying to learn this Blender thing.

oh ok it looks like it worked for me so I may have missed something  ;)


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Albedo mask works properly but when plugged into bump its like it has no mask at all
[

I have an image, with black and white to mask out the noise for bump. but when i go to plug the mask into a mix as the factor, i get noise everywhere in the bump output, but what i want in the albedo, despite the fact that the mix which i was viewing is plugged directly into the bump node with no alterations along the way. I tried having a raw color on the bottom of the mix, instead of the white part of the image, but to no avail.

If the thing mask is anything other than pure black and pure white it won't have the hard cutoff you're wanting.  You can perhaps do some math in the node editor to convert it.

it is pure black and white though. the first image shows that the raw albedo mask works, but when i plug that albedo output into the bump, it stops working

I see.  Instead of mixing can you use the mask as the strength input of the bump node?


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cannot select vertex in vert select mode, and i also cannot make any transformations to an edge or face i have selected

so as you can see, ive got this, and im in vert mode, and i cant select any verts. ive restarted blender, my pc. I also cant unwrap it, when i press unwrap, (if if were to have the seams, which i did before) it would simply not make islands for them, and also when i do any edit mode thing, i guess, it deselects the object and nothing happens. like if i do tris to quads, everything deselects and i get no difference, even though i applied a triangulate modifier and had it include the already made quads.

i forgot to mention this is only  happening on certain objects so is there some sort of mode im in?

Please share your .blend file so we can check your settings. https://blend-exchange.giantcowfilms.com/


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How to fix LookDev mode grey screen
I'm having a problem with Blender after a recent GPU crash. While rendering a moderately intense scene in Cycles, my computer locked up and I had to do a hard shut-down. Ever since, Blender's LookDev mode has only shown me a grey screen. I can 'see' the edges of my plane, but no other details, no textures or materials. Lighting does not work at all for me in this mode. Eevee also does the same thing in either LookDev or Render modes, with even more broken results sometimes in the form of reflective artifacts.
I have tried importing my scene into a new file. I updated to a newer version of Blender, and I also re-installed my graphics drivers. None of these gave any improvements. I am at a loss and a bit of a wall, as I am having a hard time working on my file without LookDev mode. Any and all help is appriciated.
Scene shown in Solid View mode with random colors.

Scene shown in LookDev mode, grey screen with some edges barely visible.

If you have an AMD card, the latest Adrenalin drivers are likely the issue. Try rolling back to a previous version.

@ChristopherBennett Please click on "Close > Duplicate" and paste the link to our favorite AMD question so it gets into the review queue. Can be re-opened anytime, so nothing to loose here but would save some time.

@brockmann If you frequent the review queues, you'll know I do that all the time. - Guess I missed one.

I don't mind and it is your spare time. Just saying that the last time you voted to close a question was in July: https://blender.stackexchange.com/users/75504/christopher-bennett?tab=activity&sort=reviews&page=7 @ChristopherBennett

That's absolutely not true. I voted to close at least three questions related to the exact same  question as recently as yesterday. I don't know where you're getting you're info, but I'd check again if I were you. - https://ibb.co/RjHrV1k

Yep It's bah humbug season. Voting to close via close link on  question, and +1 voting to close via the review queue is misunderstanding  here.   Other users cannot see your voting page.  (screenshot)  IMO it would be preferable  to add a vote to close re AMD driver case rather than  a comment.... or worse  as an answer.   The dupe link is easily found ...  it's currently never too far  from the top of the close vote review queue history page https://blender.stackexchange.com/review/close/history   Gray or Grey  spelling doesn't help either  The more closed the better the matching. hopefully

@ChristopherBennett No reason to check again I trust you, and again it's your time and decision, easy. batFINGER is right, what I mean is that it would help us if you would click the close button below the question, not the one in the review because you are one of those guys here having enough rep and experience to do that. Cheers!

I AM clicking the close button below the question - each and every time - I don't understand why this is such an issue..... Half my time on this site these days is voting to close dupes related to AMD GPU issues. I even have the link to the correct question copied elsewhere for quick access. All I do is close, close, close, and now I'm being told to close? This makes no sense...


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Restrict vertex movement to surface
I have some messy boolean geometry that I would like to bevel without retopologizing* (similar to this). This requires moving very small or skinny triangular faces to avoid overlapping faces. I've two approaches:

Relax vertices adjacent to the boolean cut, excluding vertices created by the boolean cut.
Select vertices created by the boolean cut. Scale down. Enable proportional editing. Scale up.

Both approaches deform the mesh, changing the shape. The mesh appears wrinkled like crumpled paper.
Is it possible to the force or snap vertices to the current surface?
No choice. Normally I do knife project, select a vertex not created on an edge, select by similar amount of connecting edges, and dissolve vertices. This generates sufficiently clean(er) geometry for beveling.

...and just derived a solution. Not the best, but it works. I'd accept a more direct answer involving snapping or otherwise restricting vertex movement.

Duplicate the object. Relax the vertices as required. Add and apply a shrinkwrap modifier. Problem solved.


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Object Edges Won't Scale
Was trying to make house. Tried to scale one side of a rectangle by selecting the edges/vertices and scaling them but it seems it won't scale in the axis I want.
Tried to set settings to default and reinstalled it, the problem persists.
Do you know why does this happens?

A few things wrong with this: 1) you are selecting vertices, not faces. This would be so much easier to do by selecting faces. 2) You are trying to scale the face along the X axis. Since it can not get thicker along that axis, to move it, transform it on the X axis, don't scale it.

THANK YOU SO MUCH. <33333333

Never mind, find why it wasn't working.
Once the 4 vertices are selected. Press G to transform, then select the axis where you wanna scale [X, Y, or Z].


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Weird render faillure material volume
I am just starting with blender and am actually in the middle of my first tutorial from Blender Guru.
I just rendered a scene with a coffee cup with coffee in it, and suddenly dark tiles appear in the render image. After a little research, is seems to come from the material volume, that the coffee material uses.

If I delete the volume from the material, everything is fine again.

So it seems like, the CPU, when I follow the tiles, is rendering the tiles darker than the GPU.
My setup:
CPU: AMD Ryzen 7 2700x
GPU: AMD Radeon RX7500
RAM: Corsair DDR4 Vengeance LPX 2x8GB 3200
MB: MSI X570 Gaming Edge Wifi
Is this a known problem and is there maybe a easy fix? Disabling the GPU in render settings does solve the problem, but drastically increases the render time.
Hope somebody can help!


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Problem with adding a texture from image
I'm trying to add a texture of solar cell to a .STL solar panel drawing and then export as OBJ+MTL.
I've did the following:
1. Imported an STL file, added material and then texture via adding a PNG image (see printscreen below).
2. Used "Smart UV Project", with default values via the UV's menu in Shading/UVs.
3. Exported as OBJ.
I have two problems with the result:
a. The projection is uneven, unregular, either in Material or in Texture view (see below)
b. While the Material view features small pattern (I've used Mapping size for that), the Texture has a large projection of the pattern.
I guess I'm doing a number of mistakes with the proper projection settings, but having trouble to find the proper way.
Thanks in advance!

I would definitely suggest to use "Project from view" mapping in this case (from the top view, e.g. press Numpad 7, then UV-mapping method "project from view") To change the visible size of the texture you can scale the UV-map in the UV-mapping window (by selecting all with "A" and using "S" to scale)


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How to bake two objects (an item and a shrink-wrapped decal on it) into one texture image?
I'm very very new to blender and have been searching on how to do this for a while now to no avail, please forgive me if I'm posting a simple/answered question.
I am making a very simple mask that consists of 2 parts:

The mask itself - A rounded shape with a flat color image + some noise for texture as the material:

A "decal/sticker" - an image as a plane, with a subdivision and shrinkwrap modifiers, parented to the mask.

I would like to bake these two together, as they appear now, into 1 texture image that I can simply apply to the mask itself.  I've been able to bake them individually, but I do not know how to combine the two into 1 texture. How do I do this?

My biggest hurdle is just that I don't know how to make a UV map/texture that combines both their unique textures together.

Related: https://blender.stackexchange.com/questions/164277/add-two-principled-bsdf-with-aplha/164279#164279

is there a reason that the decal is done with a shrinkwrap thats forbids combining the materials as josh sanfelici points out? Here is something related to general texture baking from one object to another: https://blender.stackexchange.com/questions/102831/game-asset-texturing-high-poly-to-low-poly

1:UV Unwrap the sphere
2. Plug the image of the decal directly into the output of the material node.
3: Select the sphere so its active(Yellow) and drag to select the decal so it is selected(Orange)
4. In the shader editor, create an image with a resolution of say 1024x1024 or 2048x2048.
5. In the bake settings in the render properties panel, switch the bake type to emission, Check selected to Active.
6.Click Bake.
Also, you can apply this detail in texture painting by adding it as a mask in the brush settings.


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Is Principled BSDF suitable for metals in terms of Fresnel?
Principled BSDF uses fresnel reflections for dielectric materials. Dielectrics have two fresnel knobs: specular for facing reflections and IOR for transmissions.

Principled BSDF
Does the Principled Shader IOR value effect specular reflection on a transmission material

My googling suggests that principled BSDF uses complex fresnel reflections for metallic materials even though the IOR parameters cannot be tuned:

Complex Fresnel texture node for Cycles
What complex index of refraction values are used in metallic input in the Principled BSDF
Does the Principled BSDF node have built-in Fresnel? How could I adjust it if I wanted to?

Metallic materials have a very different reflectance curve vs. angle of incidence. This arises from the complex component of the IOR known as the coefficient of extinction.

Fresnel Reflection and Fresnel Reflection Modes Explained
custom fresnel curve

The complex component results not only in a shift in reflectance based on angle of incidence, but also a shift in reflectance tint. The base color knob sets the tint for facing reflectance in metallic materials.

Why don't dielectric materials have coloured reflections like conductors?
How can metals absorb light?

A fully metallic principled BSDF node represents an unknown metal, in the sense that the complex component is unknown. Such a metal should have:

Shift in reflectance based on angle of incidence.
Shift in tint based on angle of incidence.

I don't see that. I see a perfectly specular metal with what appears to be no fresnel. I believe this is why online tutorials often plug a layer weight fresnel node into the principled BSDF node:

Chrome / Metal Material Blender 2.8 / Blender 2.83 ( Cycles and Eevee)

So is principled BSDF suitable for metals in terms of Fresnel?
I don't know how subtle metallic fresnel is. Is the shift in tint usually a shift in saturation, or an entirely new hue? It would be useful to side-by-side renders demonstrating:

Consistent 50% specular / 50% diffuse without fresnel.
Non-metallic fresnel demonstrating shift in reflectance.
Metallic fresnel demonstrating shift in reflectance and tint.

There are a few complex fresnel shaders available online:

UPDATE: Cycles PBR metals, based on complex refractive index
custom fresnel curve: answer
Metal conducter shader
Complex Fresnel texture for Cycles

I want to point out that I'm not able to render these as of yet.

We can test the Fresnel response of the Principled BSDF.  I'm testing in Cycles in Blender 2.93.0.  There is no guarantee that Fresnel isn't handled differently in different versions.
Creating a 1,1,1 white world, and a 0.5 gray, 1.0 metallic, 0.0 roughness sphere and rendering with display device set to "None", we can see that the sphere is brighter at grazing angles than at direct angles:

By sampling the render, I see that the value of the pixel ranges from 0.5 at the center of the sphere to 0.7 at the edges.  (Which seems like a problem to me, because it's not conserving energy, but at least we've demonstrated Fresnel.)
If we repeat the test with a 1.0 white sphere, we'll see the Fresnel response disappear: the sphere will be 1.0 white at all spots in the render.  That isn't a realistic response, but that's because an albedo of 1.0 isn't a realistic albedo-- if we want to reflect all incoming light, and not absorb any of it, it necessarily rules out any Fresnel response.
If we repeat the test with a 1,0,0 red sphere, we'll see that the value of the render remains 1.0 throughout the sphere, but that the saturation of the reflection decreases at the incident angles.  Again, this is not a realistic albedo, and unfortunately we're not conserving energy.  Decreased saturation at grazing angles is built into the Disney Principled (upon which Blender's Principled is based.)
Behavior with world lighting is not guaranteed to be identical to behavior with emission meshes or lights.  However, I repeated some tests with emission meshes and got similar results.  I couldn't think of any good tests of actual lights.
Testing in Eevee shows its own quirks that are somewhat different from Cycles, but the general pattern of Fresnel response remains the same.
Note that the Principled BSDF is not designed to be perfectly realistic.  It is designed to be cross-compatible (a goal which it might not meet) and to look like the Disney Principled shader, which is also not designed to be perfectly realistic.  The Disney shader is designed to be somewhat realistic, somewhat based off of physical values, and somewhat friendly to artists.
You could certainly do something more realistic by using red, green, and blue glossies, multiplying them by a custom Fresnel curve, and adding them together.  Still not perfectly realistic; in real life, the spectrum is continuous and unconnected.
Unfortunately, 3D rendering is a collection of abstractions and simplifications of reality.  Macroscopic reality itself is way too complicated to calculate.

Is decreased saturation more common than differing hue? For example, steel, aluminum, gold?

@user19087 I couldn't tell you why Disney aimed for decreased saturation at grazing angles.  Absence of per-channel Fresnel terms was probably to simplify the job of the artists (who would need to specify a specific Fresnel curve for each channel if that was implemented, it's not like there's any kind of standardized "metal" response for that.)


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Color Match Assets for 2D Animation
I want to mix some blender assets with preexisting footage but I can't get the colors to match exactly.
For example, create a new eevee scene with only a plane and a camera (no lights). Match the world surface color from an input image. Create a shadeless material for the plane, matching the emission color from the input image. Set color management to sRGB, Standard, None, Linear. Render.
Sample the output. Notice that the plane and background colors of the final render don't match the specified colors.
Note: Blender 2.80.

What happens if you specify the encoding as sRGB and set it as an emission of 1.0?

I'm not sure what you mean. Emission node strength is 1.0 and color management is set to sRGB.

All pixels are emission. In a 2D scenario, you can perform animation as a direct emissive plane, or a plane of reflectance that you light. If you do a direct emissive plane of sRGB encoded values, identify the encoding as sRGB to the software, then emit at 1.0 units, you will see 1:1 with the input assuming the camera rendering transform matches. It’s a silly way to go about things, but it would deliver what you expect. It’s silly because if you are doing 2D work in a path tracing engine, it’s wiser to think like a traditional 3D scene.

Since the color management applies at the very end of the chain, the sRGB transform curve modify the RGB values.
You will see a perfect match if you set the color management to linear (display device to none) save it as tiff with the checkbox save as render enabled, this way you can visualize a linear render without transformation.
But remember for real light condition you need to set the display device to sRGB (if you have a sRGB monitor) otherwise you'll not see the light like in real life, due to all the transformation operating during the chain.
So depending of what you are doing exactly (you don't provide a lot of infos about your workflow) you need to choose the correct way of doing things depending if you want to display or work with your image and how you would mix different footages.
Here it's becoming a bit complex, remember real light intensity is linear, but the eyes apply a contrast curve (a bit like sRGB transform curve), so to see an image like we see the world with our eyes, we need to display a linear image with the monitor.
The chain is like this:

The render is linear
We save it with a sRGB transform curve (not linear anymore)
The monitor transform it the opposit way, so the image is linear again
The eyes apply a contrast curve and we see it like really world

Light intensity is linear but we don't see it linear. It's a really interesting and hard topic to dive in.
Hope I have spread some light in.

After reading the Color Management and Color Picker sections of the Blender manual, I can only assume I'm seeing a bug in Blender.
RGB values in the Color Picker node are in linear Space. RGB values in the image Sample tool are in linear space. They match: good.
Open an sRGB image in GIMP. Use the color picker tool to sample a 4-pixel-radius region that is flat and uniformly shaded. Copy the RGB data into Blender's Color Picker node. Save the render in sRGB space, open in GIMP, and sample the same region. Colors do not match: expected, since the RGB values of Blender's Color Picker node work in linear space while GIMP's work in sRGB space. Switching GIMP to linear light encoding does not seem to affect GIMP's color picker.
Repeat the above procedure for HSV rather than RGB values. GIMP's color picker displays hue in [0-360] while blender uses [0-1], so you'll have to convert. Colors match: expected, since the HSV values of Blender's Color Picker node are gamma corrected (presumably for the current display device transform).
Repeat the above procedure for hex rather than HSV values. Colors do not match: unexpected, since the hex values are gamma corrected just like HSV/HSL values. The difference is slight and I can't help but wonder if this is an aliasing error, i.e. #E2D7C8 vs #E3D8C9.
The actual display device is irrelevant since we are sampling data values rather than visually comparing colors.


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How can ı fix this? "when ı approach the object,camera is slowing"
How can ı fix this?  "when ı approach the object,camera is slowing"
https://i.sstatic.net/mXK3M.jpg (Sorry i didnt upload the example video to this website)

Hi mcanince. This is a frequently asked question, see: Why does the zoom sometimes stop at a point?

Thats just for precision purpose,but u can "reset it" just selecting the object in question,and pressing Numpad .  ("point").That will zoom on it and should fix the problem


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How can I combine two separate object?

I seperated the one cylinder to two parts for texturing
(The reason why is it separated, ı don't have idea "how can ı different texturing on the one part?")
Now,I want combine the different two parts like in the beginning(like one cylinder)
Thank you for helps :)

First, select both objects, and press Ctrl+J. Then, go into Edit Mode, select the both rings of vertices on the ends of the gap, press W and then select Bridge Edge Loops.
In order to have different texturing for different parts, you'll need to make the different textures into different materials, (so if you want two textures, you'll make two textures,) and then, select vertices you want the material to be put on, select the material you want to put on them, and press the Assign button, which is under the material name.
Read: Add different materials to different parts of a mesh? (frequently asked question)

You can combine two objects by selecting both of them and using the shortcut Ctrl+J to 'join' the geometry into one single object.


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How can I combine the object with tape?
I have problem :)
I'm working on a project which is basic electric motor model and ı almost finish the project but ı noticed the interetesting thing which is ı dont know
How can I combine the object with tape?
This is example:
This is my model:

As you see tapes are broken in the my render:) I need help .

The gray band? Shrinkwrap modifier maybe? Or duplicate the battery and cut it at the shape of the tape.

Yes grey band. Unfortunately shrinkwrap didn't work.I think cut is a little bit hard for me, even so thanks for advice :)

why don't you simply model it?

I thought if I came this stage, I could.

Create the tape (from a plane) approximating the shape of the battery and wire.
Go into sideview and extrude the plane. (the more accurate this is done the better will be the result)

Subdivide it, to get higher resolution (the more verticies it has the better will be the result). You can use Catmull-Clark or Simple both work.

Duplicate the object you want to get wrapped (select objects and press ctr + d,the location,rotation and scale has to be the same as the original)

Join the duplicated objects to one Mesh and hide the original objects (select the objects you want to hide and press h, select the objects you want to join and press ctrl+j)

Select the tape and add the shrinkwrap modifier

select the object you want to wrap around as target (battery and wire)
set the mode to Project
set the axis to x and z (this depends on the orientation of your scene, ether x and
z or y and z)
check at direction both Positive and Negative

Add a solidify modifier, to add thickness to the tape

Hide (not vieible in viewport and render) the copy and unhide the original objects.
And add smooth shading.

You can increase the subdivision level afterwards to get more or less detail.

Thank you,ıts works :)


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How can ı create transparent plastic texturing?
I tried create plastic transarent texture but i didnt succes because i used through glass texturing as you see,
I need plastic at the same time transparent texture like this:

how can i create?
My Current project :(

Increase the roughness.

not like ı want

are you sure this is transparent? Do you have other pictures of this kind of plastic texture?


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Creating a plane in Edit Mode
Does someone know how to do this?
I read a comment saying “Create a plane in Edit Mode ALT + M Center. Activate magnet + vertex +closest. Extrude dot .” but I'm confused because I'm a newbie

What is this?

Adding new geometry on top of the existing one...? @Lukasz-40sth

You can create that face by hitting F after selecting either all vertices that need to be connected to that face (here 4 vertices) OR all edges (here 2 edges)


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Vertex select bug?
In "face select mode" in Edit Mode, I've selected some faces, and when I switch to "vertex select mode," it reveals that additional faces - which I do not want to select - are part of my selection. My selection appears to be accurate in "face select" mode. When I switch to "vertex select," it reveals the 'extra' faces selected. Then, if I switch back to face select mode, the extra faces remain selected.
I have already merged by distance... what am I missing?

This is expected behavior :))
Faces can share vertices, so switching to Vertex select and back can add faces to selection.
a trivial example


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Cloth Simulation: How to keep vertex groups unaffected?
I am trying to create a simulation of holiday lights hanging from a ceiling. I am using pin groups on the "cord" part of the mesh to give the effect of the lights hanging. When I run the simulation, the lights themselves also deform. I want them to hang down but maintain their shape. Is there a way to allow a vertex group, which in this case would be only the lights, to remain stiff?
EDIT: Lowering the vertex mass does help create the effect I am looking for, but are there other solutions?

Quick answer:
the way to do this is to separate the lights and pin them to the cloth sim.
Long answer:
Step 1:
separate each light to it's own object
Step 2:
at the top of every light create an empty
use Shift S to snap the 3d curser to the vertices at the top of each lamp and add an empty there
Step 3: Select 1 of the empties and Shift select after that the wire
Step 4: go into edit mode and find the nearest vertex and select only it.
Step 5: Now that our empty and our vertex are selected, press Ctrl+P and click "Make Vertex Parent"
Step 6: go out of edit mode and deselect all. Now Select the Lamp were working with and then select the corresponding empty.
Step 7: Press Ctrl+P again and parent the lamp to the empty with the "Keep Transform" option

Step 8: Repeat from Step 3 to Step 7 for each lamp and corresponding empty
Step 9: Make sure only the wire has the Cloth simulation
And Were Done!
(I know I went into detail, but since a lot of people deal with cloth simulations I want this answer to be good for beginners as well)


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How to sync frame rate to musical BPM?
I have a song that is 75BPM and have converted this to one beat every 19.2 frames. I am trying to figure out how to set up an animation in Blender that cycles every 19.2 frames so it will sync with the song. I have tried to play with the settings of the frame rate and time stretching but can't figure out how to make it work (for instance I have set the FPS as 24 and the "Base" as 1.25, which tells me I have a frame rate of 19.2fps, but I can't get a rendered animation to sync with the music).
Any help appreciated! Thank you.

75 bpm means 75 beats in 60 sec, so it means 1,25 beats per second, so every beat lasts 0.8 sec.
At 25 FPS every frame lasts 1/25 sec, so 1 frame lasts 0.04 sec.
So in a 75 bpm song, every beat lasts 20 frames at 25 FPS (0.8/0.04).

I used Excel and AI to create a table of common BPMs that are compatible with common FPSs.
If your beat is 75 BPM, it will work in a 60, 30, or 25 FPS project. Animate something every 48, 24, or 20 frames, respectively, and it will align perfectly with the beat.
If your music's BPM is not in the table, use software to adjust its pitch up or down to match one of the compatible BPMs, and then re-export it.


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How to use those arrows for scaling the cube?

Im following a tutorial but they dont tell you how to bring those arrows in. Can help me how?

Most likely the "tutor" is scaling the object.
Press S (shortcut for "scale") and move the mouse out (to grow), or in (to reduce size).
But you should seriously consider following a "tutorial" that actually explains things... Don't waste your time with videos that don't help you learn.


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Object is not being cut by Boolean Modifier (Cylinder). How do I make it work
I have a Plane that has been rotated and extruded into a "Square" shape, that I am trying to take an ovular chunk out of with a deformed Cylinder. I have had a multitude of problem with this and have spent the last several hours trying to work out why it won't work. As you can see in the image: It shows me where it should cut, but doesn't cut it. The Edges it has made inside the shape aren't attached to a Vertex and they are intangible. The other problem is obviously the shape hasnt been cut so the faces / edges / vertex are still on the side. I honestly have no clue what to do. and because of this I cant even begin to fix them for the Subsurf mod.

Are the meshes manifolded and watertight? Have you tried the exact method?

You've tried changing the mode around between difference/union/intersect?

make the deformed cylinder wider, and a bit taller, than the other object. Coplanar surfaces don't work so well with boolean operations.

Or you could avoid booleans and just model that shape using proportional editing.

This has solved my problem thank you :)


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A light rendering problem or an export problem?
I'm encountering a problem, as usual I tried to make it smaller and smaller until I would reach a point where it becomes clear what I've done wrong and after repairing that I rebuild.
But now I run into something I actually don't understand well enough. Let me start from the beginning:
I trying to create an object with Blender that is suitable for use on a 3D-printer. At one point I loose the color I've put via the lamp. Attached the Blender-file stripped of all unnecessary things down to the point I think is the core problem.
What I did basically:

Used Blender v.2.77a, platform Mac OS X;
Started with the default cube, fresh reload;
I set the screen layout to scripting (because I use it later on)
Next I open up a new window, set this to UV/Image-editor;
In the 3D-View, I selected the default cube, go into edit mode, select all;
Then I unwrap the default cube, I used the Smart UV Project, this shows a map (unwrap) of the cube;
In the UV-Editor window I choose image, opened the image (prepared before in Photoshop, a sixfold copy of the same image, saved as Hazel2Cube.png);
In the 3D-view in Viewport Shading I select the Texture option
To light the object I've placed six area lamps, each parallel to one of the sides. I used a very small python script for this, licht-basis.py, go to the editor window open file licht-basis.py and run it via the run script button (once). When I project white light here (RGB colors 1, 1, 1) this shows as a crisp and clear object. I can export this cube to a Wavefront .OBJ file, open it in another program (e.g. MeshLab) and it looks good;
This can be seen in file: cube-problem-1.blend;
And I can export it to a wavefront file, see files: cube-problem-1.obj and cube-problem-1.mtl

The cube shows with the selected image on all sides, just open the attached .blend file to see this. So far, so good.
Problems:

Now I change the scene by changing the color of the six area lights, I  change the varycolor parameter to True (last line in the editor window and immediately I see the result, but exporting this does NOT show these additional colors, the system uses the Blender and built-in Texture rendering by default. This can be seen in file: cube-problem-2.blend, after exporting to a second set of files and comparing the files cube-problem-1.obj and cube-problem-2.obj only differ in the name and referencing to the .mtl-files. It seems that the color of the light is left out when exporting.

So is this an exporting problem or something that goes wrong in the render?

Trying to use a more explicit render, I tried both the Blender and the Cycles, used viewport shading to rendering, they start, run for a few seconds (7?) and show "Done". In the 3D-view I see the lamp colors (although faintly, but they are there) But no image. Saving it in .obj shows the image again without the lamp colors, identical to the other files.

What am I doing wrong here?
How can I combine an image with other colors like the lamps here?
Files:
cube-problem-1.blend
cube-problem-2.blend
Hazel2Cube.png
licht-basis.py
cube-problem-1.obj
cube-problem-1.mtl
cube-problem-2.obj
cube-problem-2.mtl
PROBLEM.txt     - this text

(I tried to attach all files, but failed in doing that...)
Thanks for at least reading this!
Regards,
Wim.

I tried to upload, but the web-site doesn't let me do that....

I think the issue is that the OBJ file format does not support any type of lighting information. It simply saves geometry, simple materials, and links to image textures (via the .mtl file).
I think perhaps your first example with the white lights is misleading you, as I don't think you're actually seeing the surfaces lit by the lights in the other 3d app, you're just seeing the image textures shown on the surfaces?

Hi @Todd, thanks for reply'ing. I didn't know OBJ doesn't supports lightning information. But it is also consistent with the render run I did, that also doesn't show lightning info.

Next test: I removed some of the lamps, the sides of the cube involved then turn black immediately in Blender. Of course. But exporting to OBJ similar show the image texture on all sides. That proves the same effect, no light is also not processed/saved.

So is there another way to do this?

If you need to stick with OBJ, then I think you'll have to create a new set of tinted image textures. You might be able to get a transferable material using FBX, but not sure how reliable export from Blender is. It also seems to support lamp objects, so maybe try that.

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


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Invisible object
As I started to add materials (glossy) to my objects, at one point in that process I realized I couldn't see one of my objects.
It was still "there" because all that remained was a grey dot (which turned orange when the shape was selected) presumably at its center of mass. I assume this is the 3D manipulator?
When i clicked it, it let me move this invisible object and scale it etc, but I couldn't see it in object mode, edit mode, rendered, wireframe, sculpting. You get the idea...
I need this fixed to continue with my model. Also, I'm new to blender.
Thanks
Pics:
(I named the invisible object invisible)

It might be an object with a single vertex that you accidentally created. Why don't you just delete it, or back-step (Ctrl-Z) to get back to where it wasn't like that? .

@AnthonyForwood I dont think I accidentally created it because I renamed it from previously something like "cylinder 001". However at the top of my screen it tells me I have 0 vertices etc so maybe I might have deleted it?? But if i deleted it why would blender still count it as an object.

Blender still counts an object with zero vertices an object when you delete all the vertices in edit mode. Upon return to object mode it still thinks it is an object because you didn't "delete" it.

@cegaton wouldn't it be impossible for him to select the object if he enabled restrict viewport visiblity?

You should upload your file.

Thanks for all the help guys. Like I said i tried object and edit mode, and i forgot to mention I tried alt H. No big deal, it wasn't too complicated to do again. Thanks

To make this an official answer:
Why is it there?
Blender still counts an object with zero vertices an object when you delete all the vertices in edit mode. Upon return to object mode it still thinks it is an object because you didn't "delete" it.
How do I fix it?
A. CTRL+Z
B. Start over, hit X then D to delete your zero vertex object

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


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How to add background image on rendered image on python script
I have a script in which I have a moving camera, the objective is to render multiple views of some objects. Now I want to add a random background image to each rendered image.
I found other threads on the matter, but their solutions do not work with Blender 2.80.
I tried this function:
def add_background(filepath):
    img = bpy.data.images.load(filepath)
    for area in bpy.context.screen.areas:
        if area.type == 'VIEW_3D':
            space_data = area.spaces.active
            bg = space_data.background_images.new()
            bg.image = img
            space_data.show_background_images = True
            break

    texture = bpy.data.textures.new("Texture.001", 'IMAGE')
    texture.image = img
    bpy.data.worlds['World'].active_texture = texture
    bpy.context.scene.world.texture_slots[0].use_map_horizon = True

But I get AttributeError: 'SpaceView3D' object has no attribute 'background_images'. I guess something changed on Blender API.
How could I do that or fix this function?

Background image do not appear in renders anyway, so you don't need the first part of you algorithm that loops over the areas. Setting the world texture works, if you have a 360°x180° image.  use_map_horizon doesn't exist in Blender 2.8, you would want to use an environment texture node and a mapping node instead. However I believe what you want to perform is compositing, which means you would have to switch a texture in the compositing nodes (and possibly also create the node setup).

Thank for your response. I really have no knowledge of 3D modeling and Blender. Could you provide a code example?


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Apply image on mesh surface
I am trying to add the content of a image to the surface of a mesh on Blender 2.80, but the better I have achieved was to apply the image color to surface. I am using cycles renderer.
I have this function so far, it takes the path to the image and the mesh object as arguments.
def add_texture(texture_path, obj):
    mat = bpy.data.materials.new(name='texture')
    mat.use_nodes = True
    nodes = mat.node_tree.nodes

    texImage = nodes.new('ShaderNodeTexImage')
    texImage.image = bpy.data.images.load(texture_path)

    # What to link here?
    # mat.node_tree.links.new()

    # Assign it to object
    if obj.data.materials:
        obj.data.materials[0] = mat
    else:
        obj.data.materials.append(mat)

I created a material added the image as a texture, It seems that I have to link some attribute of the texture to the material, but I cannot find what I have to do exactly.
Any ideas on how to apply the image content to the mesh surface?

mat.use_nodes = True => Principled and Output are created. Get the principled node and add link (links.new) using texImage.Outputs[0] and principled.Inputs[0] (base color).

How do I get a reference to the  Principled? Would this be the link mat.node_tree.links.new(texImage.Outputs[0], principled.Inputs[0]['Base Color'])

You can complete your code with the following, considering mat.use_nodes = True creates automatically a principled BSDF node.
import bpy

def add_texture(texture_path, obj):
    mat = bpy.data.materials.new(name='texture')
    mat.use_nodes = True
    nodes = mat.node_tree.nodes

    texImage = nodes.new('ShaderNodeTexImage')
    texImage.image = bpy.data.images.load(texture_path)

    principled = nodes['Principled BSDF']

    # What to link here?
    # mat.node_tree.links.new()
    mat.node_tree.links.new( texImage.outputs[0], principled.inputs[0] )

    # Assign it to object
    if obj.data.materials:
        obj.data.materials[0] = mat
    else:
        obj.data.materials.append(mat)

obj = bpy.context.object

add_texture( "your path to texture file", obj )

Thank you. By doing that only what seems to be the average color of the image is applied to the mesh surface. What could be causing that, could it be related to the scale of the images?

Should not be the case... this is nodes as usual. A uv map issue?


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How can I synchronize a collison particle with a shockwave
I am working on a spaceship shield project. I have created the shield, and am using particles to simulate the laser fire. I have added a collision modifier to the shield so the laser effect dies on contact. Now, I have created a shockwave in Adobe After Effects and saved it as a .tga animation. I want to synch the laser impact with the shockwave so that every time a laser hits the shield, the shockwave appears and starts exactly where the laser particle died. How can I set this up as I am looking at multiple laser hits on the shields. Thanks very much.

Hello everyone since I posted this question I changed the shockwave from an After effects file to a Blender shockwave. So my question is the same, how do I have the shockwave appear at the point of impact between the laser and the shield other than me doing it manually and adding the key frames?


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Simple method for adding spaceship engine exhaust and glow
I want to add some engine exhaust and glow from my spaceships. I have read through this answer: How to create a fire/light effect in a spaceship engine
I must admit that this method is way beyond my capabilities at this time. Is there now a simpler way with Blender 2.80 or a good video you Guys could suggest that would allow me to create this effect? Thanks
Danny

Do you want to use particles? Because it's the tag you've used

Yes. From what I have read, particles would be the best choice? Thanks


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How to animate the camera view in an animation?
I am creating a space fleet scene. At the beginning, I want the camera to view the entire fleet. No problems. Then, once the fleet animation starts, in that the fleet is moving forward, I want the camera to circle around it 360 degrees then to zoom to the flagship which would be a carrier in the middle of the fleet. I have set Navigation preferences to "Orbit around selection", but it's not doing the orbit. I assume I need to add a circle then parent it to the circle? Or is there an easier and simpler way? Then once the 360 degrees is completed, I should be able to figure out the zooming to the flagship. Thanks Guys

you could put an empty on the ship, parent it to the ship, then parent the camera to the empty (but keep it away from it), and rotate the empty so that the camera rotate around the ship... but it won't be as flexible as creating a curve and making the camera follow the path...

OK thanks mate. I will do the curve method. Cheers


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How to copy objects to bounding boxes
I have various bounding boxes (lets say 1000 boxes) to which i want to copy my geometry. How do i possibly do this?
Its similar to copying objects from two points. (like moving from centroid of this object to the centroids of the bounding boxes.

Does this answer your question? How to assign same Data to multiple object copies

... if the bounding boxes have not had their transforms applied


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Why is my chain (array, curve) distorting on my subdivided curve in Blender 2.8?
On Blender 2.8 & I followed this as well as other to no avail: How do I stop my chain distorting along a curve?
My origins seem to be where they should be. Chain at first seems okay. Then I subdivide the curve, move vertices where I want, and what results is a bad distortion.
Tried re-doing the origin stuff in tutorials after I do the subdividing/vertex moving, no dice. The curve has no rotation to clear. I'm out of ideas.
What do I do?


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Python scripting for weight paint gradient
I am new to blender and currently working in blender 2.8.
I wanted to animate a plane mesh to have a flag like movement and created that using a tutorial.
I wanted to do the same using python scripting. In tutorial in weight paint mode, using colours, weights are given to particular portion of the plane.
Can anyone help me to do python scripting for the same ? Selecting particular portion of the plane mesh and assigning weights to it.
Thanks in Advance

@batFINGER  thanks for your reply. The link you have shared shows how to set the vertex weights for whole object. Can you help me to select a particular section, for example if I have a plane mesh , i need to select only the left most column of the plane mesh using scripting? Hoe to select vertices of left most colum of the plane mesh through python ?

Ok, re-opened. The links given show how to set vertex weight.  If your grid is such that z is constant and your flag pole edge is y, the gradient  weight is a funciton of vertex coordinate x such that it's 1 at 0 and 0 at x == dimension.x for example.

thanks for the replay, let me try it out

[link] (https://www.youtube.com/watch?v=EJLIaNhoSSs&feature=emb_rel_pause) In this tutorial a plane mesh is created and at 4:57, and in weight paint mode , they are giving color . According to my understanding they are creating a vertex group.  Can anyone please help me with the python script to do the same ? to be precise python scripting for whatever they are doing in the weight paint mode.Iam beginner in blender..Thanks in advance

Assigning a vertex group and weights is coming full circle to the links posted as duplicates when closing  this question  in the first place.  https://blender.stackexchange.com/questions/39653/how-to-set-vertex-weights-using-blenders-python-api   https://blender.stackexchange.com/questions/94411/how-to-modify-vertex-groups-through-script

@batFINGER Thank u so much . As I am new to blender I couldn't understand at first when you shared the links alone.  In the last replay when u said specifically I got it and it worked. Thanks again


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Keyframe animation not rendering
I have made a keyframe animation ,through timeline the animation gets played , while rendering animation is not playing. Can anyone please help me out with python script?

Hi. Why do you want a Python script? If your animation isn't rendering there is some other issue. Please show screenshots of your file, explain your setup and, if necessary, upload your file to https://blend-exchange.giantcowfilms.com/

I should have asked for python command instead of script.

https://blender.stackexchange.com/questions/110662/a-script-to-render-each-frame-as-image-not-render-animation-in-2-8


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Python command for surface deform modifier target
Can anyone help me in finding the python command for surface deform modifiers target selection?

@batFinger CAn you hep me?

The target property of the modifier is what you're looking for. If you're given an object, a target object and know the modifiers unique name (here assumed to be "Surface Deform"), then you could access it like this:
import bpy

active_obj = bpy.context.view_layer.objects.active
target_obj = bpy.context.view_layer.objects.get("Sphere")
modifier = active_obj.modifiers.get("Surface Deform")

if target_obj is not None and modifier is not None:
    modifier.target = target_obj

Enabling the Python Tooltips in the preferences (Edit > Preferences > Interface) allows you to quickly find the required code by hovering over UI elements. Additionally you can use the Python console in the Scripting Workspace which has an auto-complete function ($\leq$ 2.82: CTRL+Space, $\geq$ 2.83: Tab) that allows to discover properties and functions available for an object.

Thank you so much. it worked

IIRC Maybe a little earlier than 2.83 for tab autocomplete. Glad of the change, (used to keymap it) However find it  fails  for from foo import <tab>  inserts a bloody tab.

@batFINGER Did you report this already? Could be that the developers are unaware of this.


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Select particular portion of an object
Can anyone help me to do python scripting to extract only the vertices of particular portion of an object?
For example, if its a plane mesh I need to extract the vertices of leftmost portion of the mesh using python.

if your object is either well aligned in the world you can filter the vertices by global axis values, or you could filter by local vertex coordinated in relation to you origin.

thanks for the replay, will check it out

The following code uses local vertex coordinates:
For global coordinates you just multiply with "matrix_world"
Take a look also at the MeshVertex struct here:
https://docs.blender.org/api/current/bpy.types.MeshVertex.html
import bpy

mesh = bpy.context.object.data

bpy.ops.object.mode_set(mode='EDIT')
bpy.ops.mesh.select_all(action='DESELECT')
bpy.ops.object.mode_set(mode='OBJECT')

for v in mesh.vertices:
    #the location of a vertex is in MeshVertex.co as a Vector3
    #Therefore you can filter by comparing via index
    #here the z-Axis is beeing measured
    if v.co[2] > 0:
        print(f"v is selected: {v.co}")
        v.select = True

Thanks it worked

@mastodonz If this answer answers your question, please consider accepting the answer by clicking on the tick icon.


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2080 TI staying below 35°C rendering in Cycles. Why?
So I just finished a 24 hour render of a smoke simulation in cycles using Optix with my 2080 TI and I’ve been noticing that my GPU never passes 35°C. I feel like that’s very cool and that I’m not getting the full potential out of the card. Can anyone help with what can improve performance and why the card is running so cool? I rendered at 512 samples with the tile size being 256.

You could try different tile sizes.

Maybe something else is wrong, are you sure the temperature reading is correct?

GPU temperature is hardly a reliable graphics card work load indicator

Try a higher tile size

Yes I checked using two different programs. I just am worried I'm not getting the full potential out of the GPU


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Video Editing - Build Proxy with PNG files
Is there a way to build Proxies of PNG image sequences without losing the alpha setting/properties of the PNGs?


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How do you convert a rotation to use as a value between 0 and 1?
Basically I have a bone that rotates, and I want to use it's rotation to drive an Influence of another bone that ranges between 0 and 1...
For example:
If the bone rotates 0 degrees, the value is 0.0
If the bone rotates 45 degrees, the value is 0.5
If the bone rotates 90+ degrees, the value is 1.0
How can I achieve this with drivers / constraints?
Thanks for any help!

What happens if the bone is 180 or -90 degrees?

As the rotations are calculated in radians (degrees are shown only as helper), the correct driver formula to get 0.0 - 1.0 range from 0 to 90 degrees is: 2*var/pi.

Check theese answers for more infos.
About driver rotation Degree and Radian


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Texturing going crazy!
So I'm trying to model a can of Coca Cola. I use Cylinder projection and then scale it. I use cycles and I use the image texture node to go into diffuse BSDF color node and then from the BDSF output to material output surface. When I apply texture it goes crazy, it even creates texture on the parts I didn't select to have a texture! (see photos)
I'm new to blender so any help would be nice.
Thanks in advance, Seppe

your UV doesn't seem straight, first thing choose front orthogonal view and unwrap again (with cylinder mode)

I used the view on numpad 1 to select the faces and then I fitted the square to my texture but it still looks the same

Numpad 1 and 5, if necessary, to get an Orthogonal, (non-perspective) view?

Unfortunately didn't work, thanks anyway

can u provide blend file?


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Texture glitch in Cycles in Render Preview and Render
So a while back I modeled a stand which I appended for a project I'm currently working on. However when I go into render preview mode using cycles or I just render it I have this weird glitch but it only oocurs on some parts of the mesh.
Link to blend file: https://drive.google.com/file/d/1MvqYj1DIEeWSpPfDdvBLUpY1IIRWc74N/view?usp=sharing
Here are some screenshots:
Render preview (Cycles)

As you can see in the middle parts of the drawer it seems to be bugging out.
,
Material preview

In material preview you can see the texture as intended

It looks like you have some overlapping meshes. Delete one of them and the problem will be fixed:

Thanks! that was it. Embarassing how I didn't notice tho :-) Cheers mate!

No problem !) Have fun with your project.

Well, subsurface was the problem, if there is no subsurface then it works.


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Proper and easy way to connect nodes
still learning Blender, I find myself dealing with textures. I downloaded models and among the .obj file, I also have a normal, bump, glow, diffuse and specular image. Now, in the shading panel, I connected the diffuse to the base color of the Principal BSDF, the specular to the specular of the Principal. I want to connect the other images the proper and correct way. Is there an easy way or a template I can follow teaching me how to correctly attach the nodes to the Principal? I checked the blender manual but it really doesn't assist me. Thank you.

The Specular map might be for the Roughness socket instead of the Specular one. Glow might be to mix an Emission if your object emits light. About the Normal and Bump: I guess you have either one or the other for one object, you need to plug them in a Normal map or Bump map, and plug those into the Normal of your Principled.

Hi moonboots, thanks for your quick reply. I have followed your input and it has made quite a difference. I will write these in a small .txt file so I can use it as my template.Cheers mate. Danny

Also, for all these maps, don't forget to switch the Image Texture node to Non-Color Data

It's questionable if specular map might be for roughness socket, only when someone named it incorrectly I suppose. Specular defines the intensity of reflection, roughness the sharpness, so they are different maps.

Hi moonboots, when I change it to non-color data, it removes the colors... I assume this is expected?


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Object transparency
I have a model of a spaceship. When I render the animation and use it in Lightworks, the rendered model allows the background to be seen through. These are the steps I took:
1. Render tab > Film > transparent checked.
2. Output tab > File format png > RGBA > 8bit
What am I doing wrong? I want the background to be a star field, but obviously I don't want that star field to be seen through the spaceship. Thanks

What is Lightworks?

Good morning, Lightworks is a video editing software (https://www.lwks.com/)

ok, so your problem is that you have rendered images of your spaceship with a transparent background, but when you put it in Lightworks, and add a space background, it shows through the spaceship?

I don't think this is a problem your having with blender, you didn't do anything wrong to my knowledge, I think this is something with Lightworks.

OK thanks mate. I will test some more in Lightworks and see if the settings for the star field effect are the issue. Cheers.

I found out what the issue was. It was actually when I was importing the png files in Lightworks. One of the settings I had was removing the Alpha channel. All is good now. Cheers everyone.


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How can I properly add a subdivision surface to the side of a model? Eevee Blender 2.82a
I am working on a Star Destroyer model. I am at the point where I want to add textures. I want to add a subdivision surface modifier to the side of the ship only. I went into edit mode, selected the side (it has a mirror modifier), unwrapped it, added a texture and compiled some nodes together. I added the subdivision modifier. Firstly, this modifier is affecting the entire ship and not only the selected side. Secondly, I am not seeing the modifier's effect on the sides. I am including an image of my result and one of what I want to achieve. I tried with the discombobulator instead but it isn't working so I am assuming that my side isn't made up of quads. Any assistance would be greatly appreciated. Thanks

you could try going into edit mode, selecting the side of the ship, and in the right-click menu select subdivide

Thanks mate, just tried that and no effect whatsoever.


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Proper mapping in Shading view
I have obtained some very nice 3D models complete with textures. I have been trying to replicate the exact colours and contours of the model as posted by the artist but am having problems connecting the textures with the appropriate nodes. I have the following textures:
1. AlbedoAO - Connected to the base color of the principaled BSDF
2. Normal - Connected to the normal of the principaled through the normal map node
3. Gloss - Emission??
4. Illumination - Emission??
5. Metalness - Connected to the metallic of the principaled although I don't see a difference.
Could someone please point me in the right direction? Am I correct in my mapping? Thanks

So far you are correct in your mapping.  if the emission texture is black and white, its a map to tell the shader where the object should emit light, (it would be used as a factor between the principled node and an emission node.)  If it has color, it's a color map for your emission.
I hope this is helpful.

OK cool thanks mate. Cheers!

glad I could help.


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How do I add a name on an object
I have a model of a spaceship and I would like to place a name on it. From what I know, I can't simply put text on it. What is the best simple way to do it? I have about 20 ships to name so this one would be the template for me. Thanks very much.

can you elaborate more on this? Are you trying to assign a name to the model in blender or, as the tag suggests, literally print the name onto the ship's texture?

I want to name the ship itself, so add a name on the texture. Thanks

maybe this will help: https://blender.stackexchange.com/questions/46424/add-a-transparent-image-on-top-of-a-material?noredirect=1&lq=1   or this: https://blender.stackexchange.com/questions/32997/how-to-place-a-png-texture-with-transparency-over-a-material

Using decal machine, you could create all spaceship name in photoshop/krita/guimp/web... and create decals, you can have good renders like that.

I would add a text object, turn it to mesh with ALT+C ,knife project it onto the ship and give material. But since you need to do it twenty times, with a different name each time I guess, you could use a macro/python script doing just this. NB. To knife project the right way your model must be in ortho view.

This is what I did. Text > 3D letters > mesh > Copy and paste it into the model project and attach it to the ship. As for macro/python, I have no idea how to do that. Would need to research and study how to do it so for now this adding a text object will have to do. Cheers!


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Importing and rendering 3D object
am a complete noob when it comes to 3D and Blender. This is what I want to do:
I want to create some videos of 3D spaceship models. I have found several superb models on sketchfab and downloaded them. Now, I want to finalize them so I can use them in After Effects. When I import them into Blender, I get the solid. The colors and textures are exactly as I need them, so is it possible to import the entire model, not just the grey solid and export it in a different format, one that would be compatible with After Effects? Thanks for your patience with a total noob!!
Danny


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Problem generating rig
I created a human armature, created the rig using the button "generate rig", then parented the model to the rig using automatic weights. I can move the hands, the feet and so on but the arms and legs rotation seems not be bound to the model. Can anyone help me solving this problem? Thanks. Giulio

In Rigify you can control arms and legs in two ways: FK and IK. When using one method the other is temporarily disabled, so it seems to have no effect.
You can decide which to use with the top slider in my example image, where one arm is set to IK and the other to FK: if the slider is set to 0.0 you are using IK, if set to 1.0 FK (Inverse Kinematics - Forward Kinematics).

Thnaks a lot !! I have learned something more about blender...


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Hide objectes in specific animations
I have 3 animations

idle
walk
axe

an object should be visible only in the axe animation. I have tryed setting the visibility properties (viewport and renders) for the keyframes but when I run the animation I have to manually select the correct animation in the outline for the singole object. Also, when I export in fbx the object is always visible. Can anyone help me ?
Thanks
Giulio

Use the Mask Modifier:

On your Axe object Edit Mode assign all vertices to a group and set the weight less than 1.0

Apply the Mask Modifier to the object whose visibility you want to vary
Create a New Scene with (Full Copy vs Linked) -- can used link and then Unlink the changeable (beyond scope of this answer)
In the "Is Visible" Scene, set the Mask Threshold > Vertex Weight:

In the "Is Invisible" scene, set the Mask Threshold < Vertex Weight:

Or if you want an item to appear/disappear in the same scene, animate the Threshold or Weight (see note in previous screenshot)

Thanks James! I'm trying to reproduce this behaviour, how can I unlink an object from one a scene ?


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Blender 2.9 - UV Unwrap not appearing
I'm really new to the program, and it may be that I'm just being stupid. I'm trying to make some pants for The Sims 4, and they're done and all that, now I just need to add texture - but when I click "Unwrap" (and yes I selected everything), nothing will appear in the UV window. I'm really confused. I've looked up several tutorials but none of them are helping because they're really complicated.
I've got the file here if anyone wants to take a look.
It'd be super appreciated if anyone helped me out, I've been ripping my hair out about this for a day now.
https://drive.google.com/file/d/1L7HIfVexjJ3oocXDLqGHoGNrSLR3cJbG/view?usp=sharing

You've opened the Image Editor, not the UV Editor. If you want to see the UV in Image Editor, switch it to Paint mode, but you won't be able to edit the UV in this editor:

You probably want the UV Editor:


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Convert whole grease pencil animation to mesh?
I know it's possible to convert a grease pencil drawing into a mesh but how about a full animation ? I've tried with "convert Grease Pencil" but it creates a Bézier curve that freezes the animation on the frame I am on.

I made a tool that can port your animations over if they were loops and convert them to meshes. I'm going to make it so you can convert lines in the future but I can't promise when though. Shady Pencil


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Individual origin VS Median point
I'm following this tutorial https://youtu.be/-0tMeMZpeXE?t=147. At 2.27 he extrudes those faces but with an unusual angle. He changes to "Individual origin" and it works fine.
When I try it it doesn't work as expected (see attached image where I've changed to Individual origin but with no luck). It only works if I Shift+Z during scaling.

oh ok you're right, extrude along normals won't work for this topology, sorry   ;)

I think he has made a small mistake. Neither of these two settings will give the desired result, on the left Median Point (will place the center of the scale at the center of all the selections), on the right Individual Origins (each selection will have its own center of scale):

Actually as you can see when he scales, he constrains the scale on the Z axis (X axis and Y axis are visible, not Z axis), that's why it works as expected.

Hadn't noticed that he still scales while constraining the Z axis (still a newbie).
Your second suggestion though (Extrude Along Normals) doesn't produce the same result.

you're right I didn't use the same topology, but please don't use the "Your Answer" field to comment, use the "add a comment" button  ;)

I know, but I couldn't find a way to post a picture as well. Commenting doesn't allow that. Is there a workaround?

You should be able to edit your first question and add whatever you want


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Object is black in 3rd and 4th viewport shading
I am a newbie to blender so I am sorry in advance if it's something common or just my mistake.
I have this object and the viewport just shows it black. I tried googling this problem but I just couldn't find any working solution. I figured it has to do something with the two black circles that represent the backround?
Thanks in advance!

Does this also occur with other scenes? If that's the case it's likely an issue with your graphics driver or unsupported hardware.

This can happen when you turn down the scene lighting.
It's a wild guess, but I couldn't reproduce your issue in any other way.

I guess it really is a hardware problem. I intended on buying a new graphics card anyways. Thanks for you effort!

@ondraschwarz That's only necessary if your hardware doesn't meet the minimum requirements for Blender 2.8x. Otherwise it could be as simple as installing a more recent graphics driver version.

there are no such options in 2.90

Hi @phil123 :). These options are present through all versions since Blender 2.81.
If you don't have them, make sure you have an official version from Blender.org.

sorry but they arent for me, although I could download hdri image and add them in the world shader

Hi @phil :). Not sure about your situation, but feel free to ask a new question. You can link this one to provide context.


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How to snap a part of a mesh into a part of another in Blender?
Is there the possibility in Blender to select some vertices (or faces) in mesh1, select some vertices (faces) on mesh2 and then snap the meshes by the vertices (faces)? I am thinking in complicated meshes generated by 3D scanning into an STL file.

what do you mean by snapping? Do you mean lining up the two mesh so the median of the vertices selected in mesh1 has the same position as the median of the vertices selected in mesh2?

Yes, more or less. What I want is a way to fit a mesh into another mesh. Let´s say you have a 3D scan of a piece that have a hole, because is broken. I need to design the missing part, so I need an object(mesh) that can fit in the missing hole. I´m not talking about holes in your mesh, but holes in a real life object. I´m thinking like a mechanical engineer using blender as a design tool instead of AutoCAD, for example.

This script only work on meshes with no rotation or scaling though.
import bpy
from mathutils import Vector
objAct = bpy.context.object
objsSel = bpy.context.selected_objects
midptAct = Vector((0, 0, 0))

# Calculate mid-point of selected vertices of the active object
for v in objAct.data.vertices:
    if v.select:
        midptAct += v.co
midptAct /= 4

# Calculate mid-point of selected vertices of the each selected object then move the object
for obj in objsSel:
    if (objAct != obj): # since the active object is also inside the selected object list
        midptSel = Vector((0, 0, 0))
        for v in obj.data.vertices:
            if v.select:
                midptSel += v.co
        midptSel /= 4
        obj.location = objAct.location - midptSel + midptAct # moving the selected object

Select the vertices you want to perform snapping in both mesh.

Select both mesh, and press Run Script, then the selected mesh will snap to the active mesh

Is this the snapping you are looking for?


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Error while exporting to unity
I am relatively new in blender, I learned how to use it last week so I am pretty much a noob. After finishing a character (incluiding the animations)that I was making for unity, when I exported it, it just got completely messed up and all the parts were ditributed everywhere. looking at my blender character I notice this orange points everywhere and I think this had something to do with the problem. Is this fixable? shall I start from 0? Help please

Those orange dots are origin points check your outliner to see what they are and delete them if they are not needed, maybe you have objects in your scene without any mesh detail it's just like an empty object since your new to Blender maybe accidentally created these during the modeling process.

Looks like you might have repositioned the meshes in edit mode and the object's origin stayed where you originally created them. You can move the origin to the correct position, you don't need to start from scratch.

Object > Origin > Origin to geometry. The orange dots are the center of your mesh, but need to actually be where the center of the mesh is. Credit to the people in the comments.


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Editing/scaling rigged model
I have a rigged model that I want to turn into a different body type (I want to make the arms shorter, etc). I scaled the arms and it looks fine, but the rig stays in its original position below the hands. How do I keep the rig attached? It still works, but changing the pose doesn't work normally because the rig is far from the hands/arms... What should I do?
Thank you in advance

do you mean the bones don't have the good length anymore? Select the armature, go in Edit mode and change their length

So I need to manually scale both the mesh and the armature seperately?

Yes, change the mesh, then select the armature, go in Edit mode, enable the X-Axis Mirror option (in T panel > Options in 2.7, in the N panel > Options in 2.8) and move the bones tails so that they align to the new mesh.


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How do you prevent soft-body balls from clipping through objects?
I've been working on a soft-body project where three soft-body ball "blobs" go through an obstacle course, and I want them to land on objects, but they clip through them. How do I solve that? I want to do that with every object in the simulation, but it's hard to do that because it takes a while for that to work. What I want is for the balls to land on different objects without any clipping, and that is something that I want to get better at.
Here is my file...

why are u asking the same question over and over again? i answered you here: https://blender.stackexchange.com/questions/248869/how-do-you-make-a-new-collider -> my solution prevents clipping. Why didn't you try that!?

Hello and welcome. Please don't post the same question more than once. If your previous question was put on hold, address raised the issues by editing it so it can be reopened rather than post a new one, otherwise see What should I do if no one answers my question?

just give the slider some depth and and other collision objects some depth, it is not the solution but this will hide the clipping. exturde the surfaces of collision objects. the collision object is a single plane so i think there will always be clipping. when i work with planes the soft body always pass through.

Your answer could be improved with additional supporting information. Please [edit] to add further details, such as citations or documentation, so that others can confirm that your answer is correct. You can find more information on how to write good answers in the help center.


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How do make soft-body balls go through a hole?
I'm currently working on a tutorial for a soft-body obstacle course, and I want the balls to go down into a funnel. However, when they land on it, they get stick to it, when I want them to roll down into the smaller hole in the funnel, go through it, and land on the plane below.

I'm trying to solve this problem so I can keep working on making my own course, but that's something that's hard for me to get past.
Here's where I am in the tutorial I'm working on...
https://youtu.be/4gYsxqNJyu8?t=520
Here's my file...

By removing the Solidify modifiers, directly modeling a non-zero width (just extruded in Z-positive direction by 0.1) on the funnel, and recalculating normals (they were wrong after I made this modeling change, originally, I was able to get the balls to go through the funnel. I'm a little unsure if there's a nice way to get it to work with the Solidify modifiers on; maybe others know more.

I was also able to get the balls to go through the funnel by just increasing the width on your funnel's Solidify modifier from 0.01 to 0.4. I suspect that 0.01 is too small, especially given the Physics > Sensitivity > Margin for the funnel is set to 0.04, and that the Solidiify's Offset is -1 (but I have not succeeded in getting it to work just by decreasing the Sensitivity Margin or by altering the Solidify offset).

I tried doing that, but I'm more of a visual and hands-on learner, so I would like you to explain that better and use pictures to help explain the solution.

The second suggestion I made is probably simple enough that it doesn't require any pictures: just increase your Solidify modifier's thickness from 0.01 to 0.4, and that should work. I don't want to post this as a formal answer because I'm hoping someone will come along with a more principled explanation for what overall combination of settings should be expected to work.

So when physics don't do what I want, I make new physics-only meshes.

Okay, so first thing I did here was to look at the collider funnel.  The solidify modifier on this was so thin that I'm pretty sure it was confusing the physics, and any softbody verts that made it through the funnel could never recover.  So I just got rid of the solidify modifier.
After that, your vertex normals were backwards of what you wanted: we want the balls to collide with the top of the funnel, and if they blink through, we want them to get pushed back to the top of the funnel.  So I recalculated normals inside on the funnel mesh.  This pic is shown with "face orientation" enabled in the overlays.
After that, I still wasn't perfectly happy with the collision-- so I made a new collider.  I recommend always thinking of your physics world as separate from your rendering world.  The wireframe mesh is a slight duplicate of the funnel, raised up a little, with a slight lip created so the colliders don't get hung up on the edge of the collider.  Then I can remove the collision on the original mesh, and set the new collider not to display in renders (and set it to a wireframe viewport display so I know it's just for physics.)
Few other things:  You don't need rigid body on anything; soft body doesn't pay attention to that, only to collision.  You should probably apply scale on your floor.

How do I make a new collider that fits what you described? How do I apply scale to the floor of my animation? How do I alter the mesh of the funnel to fit the new collider?

Does this look like an improvement? Is there anything else I need to improve for it? There's still a bit of clipping.

I didn't look at the file.  If it's good enough for you, it's good enough; if it's not, it's not.  If there's clipping, then edit the collision mesh so that it prevents the clipping.  You make a new collider by duplicating your existing collider and then editing it.  You can apply scale with ctrl a.  You alter a mesh by moving the verts in edit mode....

How do you duplicate a collider and edit it?

It is a mesh.  Select it, then shift D to duplicate it.  To edit it, tab into edit mode and move verts around.


text:
How do you make a new collider?
I'm currently working on an obstacle course for some soft-body balls to go through, and I'm right now stuck on creating a funnel. I'm trying to make the balls go through the funnel, but there's clipping through the sides of it. I'm trying to make a new collider so the balls can go through the funnel without any clipping, but I'm stuck on that. I was told that I had to duplicate the collider and move vertices around, but I don't know how to do that.
I've also noticed that when I recalculated normals on the inside of the funnel, one of the balls lingers in it for a while, bouncing inside it for a while before it falls out like the rest of them.
Here's my file...

Thank you for providing your blend file which made me curious and easy to help you.
If you check these two options here:

Collision edge and face -> it works.
Before:

after:

Note: Checking these options will need much more time for calculating
your simulation.

So maybe a different camera angle might be the quicker solution ;)

Do the frames-per-second get slow when you have those boxes checked?

It depends what you mean with fps. Once you baked it, it’s fast. But this „one time baking“ is pretty slow. And of course it „normally“ is not just one time because you try to tweak and change it until you like it. But this tweaking you could do without these options checked because I assume that wouldn’t change so much of the end result.

The same issue of the blob balls clipping through an object has happened with the slide I created for them.


text:
Unable to view double bonds from PDB file
Firstly, let me say that I am an organic chemistry graduate student and have very minimal experience with Blender itself. I am trying to use the atomic blender add on to make the molecules I have made in our computational software 3D printable.
However, currently I am experiencing trouble viewing the double bonds of any pdb file I import. I am exporting the file from Spartan Student. It is of pentafluorobenzene. The pdb file reads as such:
HEADER
REMARK Spartan Student v7 exported M0001
HETATM    1  H   UNK  0001       0.000   2.004  -4.575
HETATM    2  C   UNK  0001       0.000   2.004  -3.479
HETATM    3  C   UNK  0001       0.000   2.004  -0.707
HETATM    4  C   UNK  0001       0.000   0.804  -2.786
HETATM    5  C   UNK  0001       0.000   3.205  -2.786
HETATM    6  C   UNK  0001       0.000   3.205  -1.400
HETATM    7  C   UNK  0001       0.000   0.804  -1.400
HETATM    8  F   UNK  0001       0.000  -0.394  -3.478
HETATM    9  F   UNK  0001       0.000  -0.394  -0.708
HETATM   10  F   UNK  0001       0.000   2.004   0.676
HETATM   11  F   UNK  0001       0.000   4.402  -0.708
HETATM   12  F   UNK  0001       0.000   4.402  -3.478
CONECT    1    2
CONECT    2    1    5    4
CONECT    3    6    7   10
CONECT    4    7    2    8
CONECT    5    2    6   12
CONECT    6    5    3   11
CONECT    7    3    4    9
CONECT    8    4
CONECT    9    7
CONECT   10    3
CONECT   11    6
CONECT   12    5
END

The structure opens fine, no errors appear. The bond box is checked. Everything is bonded as it should be EXCEPT I cannot see any double bonds. All of the bonds are represented by one stick, regardless of whether they are actually double bonds or single bonds.
Can anyone propose a solution to fix this? Thank you in advance.

PDB doesnt support bond types  , check here https://discuss.avogadro.cc/t/pdb-file-format-and-double-bonds/2293
but you can edit the pdb file in a notepad like so :https://youtu.be/YNoow7qkwFA?t=364