text:
Weight painting without changing vertex group
I use vertex groups for material assignment, besides just weights. I'd have a vertex group "Arm_L", then assign the vertices of the left arm to it.
But to make things look good I have to weight paint some other parts too, maybe from the shoulder. This adds vertices of the shoulder to my Arm_L group, which in turn messes with my materials.
How can I avoid this?

Can't you add a second group and assign it to the same arm, then use that one for your materials and the first one for the weights? ) I have to admit I've not used groups that way, but it seems to work ok.)

Weight paint uses Vertex groups to work, all the vertices that you affect in weight paint will be added to the vertex group that you're working on.
I suggest that you use other way to separate materiales, if you were using vertex groups you should be able to use materials by faces too, by going into edit mode and assigning the materials (this won't affect vertex groups/weight paint).
If there's an specific reason to use only vertex groups for your materials i suggest you use more Vertex Groups, some ONLY for weight paint/deformation, and others for ONLY material data.


text:
Why's my camera so big
In Orthographic mode, can't scale with S, "Orthographic scale" doesn't change length of camera.

The orthographic camera doesn't have scaling data.
While using a perpective camera when you change the scale, it atleast changes the display size. But it doesn't actually change the scale of the camera. If you click Ctrl+A to apply scale. You will get and error which says Objects have no data to transform. And even though it does change the display size in the viewport, it actually doesn't change the Viewport Display Size property in the Object Data Properties.
While using an orthographic camera the situation kinda worsens. If you change the Viewport Display Size of the camera, the size of the camera can sort of only be increased or decreased as if it were scaled on its local z-axis. If you want to change the display size of the camera, you will have to change the actual Orthographic Scale property of the camera. This is just not possible as it changes the entire thing and it's not just a display thing anymore but rather actual change to the actual properties of the camera.
If I understand it correctly, try imagining the displayed rectangle of the camera and extrude it. Whatever is contained in this cuboidal region is displayed in the camera. In the case of the perspective camera it's more of a trapezoid thing with circular distortion that gets extruded. So for the orthographic it actually makes a lot of sense to see the actual Orthographic scale of the camera in the viewport. It's just that sometimes it's a little inconvinient to see a giant rectangle floating in our scene.

source: Stack Exchange

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

sort: votes


text:
Grease pencil strokes wrong Z-Order
Both of these characters are made up of Grease Pencil strokes.

The left arm of the red character is clearly in front of the black character's body.
Unfortunately, the red character is rendered behind the black character completely, when moving the camera.

The red character's arm, as well as leg, should be in front. I have Z passes enabled, it still doesn't render properly.

I don't have too much experience with grease pencil, but, as far as I know the strokes have an order. Like who is on top of who. If I am correct, you have to select the stroke and then something along the lines of "bring to front". But yeah, IDK. If I am correct and you know how to do this then do it. If not, wait for an answer

@Akshay2005 Can't find such an option, and that would be pretty tricky to do everytime for every animation frame

in the Data tab (green squiggle) under Strokes, make sure that the Stroke Depth Order is set to 3D Location

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


text:
Snap vertex selection box to grid
I would like the vertex selection box to snap to the grid, just like in gimp.

I this possible?

No. You can suggest it be added on Right-Click Select if you wish but don't expect it to be added for a year or so, if at all.

Because we're in 3D here, grid-points  do not normally form a rectangle in the view. Whatever proposal you thought of making would have to be simple and consistent across the application while accommodating that fact.


text:
Rotate view around world origin with mouse
Is it possible?
Numpad keys allow me to do radical rotations around world origin, I'd like to have more control with my mouse

If you do have a mouse, then just click and drag with the middle mouse button (the scroll button)

@TheKalaakaar I don't think that rotates around world origin

Neither do the numpad keys.Think of an imaginary dot in the middle of you screen(but in like 3d space) this is what you orbit around. For example move a cube away fromthe origin and now press the "." key to orbit around it. You will get the same result from the mouse as well as the numpad keys


text:
Make auto-keyed animation smoother
Autokeying makes the animation look very janky and rough, how can I make it more smooth?

in the Prefrences > Animation > F Curves, is Default Inteprolation set to Bezier?

@moonboots yeah

I think this'll help.
https://youtu.be/r9i6g-pToVM?si=HcVC8NWdIgDuoOA7&t=400
----____---


text:
Extrude single edge multiple times
I'd like to extrude a single edge into multiple evenly-sized faces in a single action.
As an example, I have this plane:

With Ctrl Rightclick I can extrude it many times:

The problem is that these extruded faces aren't evenly spaced (they're different sizes each).
I'd like to create multiple extrusions that are each evenly sized.

You could enable the LoopTools addon, select the edge loops on each side and right click > Space, but I'm not sure that it's exactly what you want

whare are you trying to make?


text:
Chinese hand fan type topology
I have these faces:

Now I'd like to add faces in a way that creates the shape of a chinese hand fan:

How can I achieve this?
This is my attempt with E+S (extrusion and scale), which is wrong:

The only thing that looks wrong here is the pivot-point of the scale.. it's at the 3D cursor, which is not at the centre of the existing concentric arcs.

Instead of a  S to scale try  Alt+S (scale along local normals). Also you need to do it in two separate steps. First:  E followed by  RMB (RightMouseButton)  to validate the extrusion but not move the vertices. Then Alt+S to scale out your fan shape.
So it is:

Select the vertices,
E RMB
Alt+S drag mouse outwards and LMB to validate the scaling.

See gif below:

Hi, it seems that this allows me to scale along only one of the normals, but not two of them at the same time. Any ideas? https://imgur.com/a/EkAoGlk

See my modified answer .

You can create one segment, and use an Array modifier with a rotated empty as an object offset:


text:
How to use an svg to cut *many* holes into a flat plane?
I am currently trying to 3D model a trophy for a film festival. Roughly speaking, the trophy will look like two people holding a large strip of film. For this model, i need to extrude the following 2D Shape:

I have created this shape as an SVG using InkScape. It is proving quite difficult for me to import it into blender and extrude it however. The SVG is one path, and blender succesfully imports it as one curve. I convert this curve to a mesh, enter edit mode, and everything looks just fine:

Here is the problem: How do i create one face from this that I can extrude? There's no easy way I can see to select the nodes in a way where I make just this face. An alternative approach would be to make one SVG object be the outer edge and another SVG object be the holes. Then I could easily select every node on the outer edge and make a face, extrude it, then (somewhat) easily make a face for every hole, extrude all those faces, and use a boolean modifier to remove that from the outer edge. This works in theory, but the object I get from applying the boolean modifier is an absolute mess with non-manifold edges everywhere. Also yes, I have checked that my normals are correct.
What's the best way to accomplish this thing I am trying to do?
Any help is appreciated.
The SVG in question is here (not allowed to embed the svg file itself):
<?xml version="1.0" encoding="UTF-8" standalone="no"?>
<svg
   xmlns:dc="http://purl.org/dc/elements/1.1/"
   xmlns:cc="http://creativecommons.org/ns#"
   xmlns:rdf="http://www.w3.org/1999/02/22-rdf-syntax-ns#"
   xmlns:svg="http://www.w3.org/2000/svg"
   xmlns="http://www.w3.org/2000/svg"
   xmlns:sodipodi="http://sodipodi.sourceforge.net/DTD/sodipodi-0.dtd"
   xmlns:inkscape="http://www.inkscape.org/namespaces/inkscape"
   width="172.53326mm"
   height="13.507841mm"
   viewBox="0 0 172.53326 13.507841"
   version="1.1"
   id="svg2338"
   inkscape:version="1.0.2-2 (e86c870879, 2021-01-15)"
   sodipodi:docname="SvgTest3.svg">
  <defs
     id="defs2332" />
  <sodipodi:namedview
     id="base"
     pagecolor="#ffffff"
     bordercolor="#666666"
     borderopacity="1.0"
     inkscape:pageopacity="0.0"
     inkscape:pageshadow="2"
     inkscape:zoom="1.4"
     inkscape:cx="293.91946"
     inkscape:cy="149.65288"
     inkscape:document-units="mm"
     inkscape:current-layer="layer1"
     inkscape:document-rotation="0"
     showgrid="false"
     fit-margin-top="0"
     fit-margin-left="0"
     fit-margin-right="0"
     fit-margin-bottom="0"
     inkscape:window-width="1920"
     inkscape:window-height="1009"
     inkscape:window-x="-8"
     inkscape:window-y="-8"
     inkscape:window-maximized="1" />
  <metadata
     id="metadata2335">
    <rdf:RDF>
      <cc:Work
         rdf:about="">
        <dc:format>image/svg+xml</dc:format>
        <dc:type
           rdf:resource="http://purl.org/dc/dcmitype/StillImage" />
        <dc:title></dc:title>
      </cc:Work>
    </rdf:RDF>
  </metadata>
  <g
     inkscape:label="Layer 1"
     inkscape:groupmode="layer"
     id="layer1"
     transform="translate(-7.0933692,-25.184845)">
    <path
       id="rect886"
       style="fill:none;stroke:#f10000;stroke-width:0.412001;stroke-linecap:square;stroke-linejoin:miter;stroke-miterlimit:4;stroke-dasharray:none;stroke-opacity:0.979839"
       d="m 7.2993697,25.390846 v 13.09584 H 179.42064 v
        -13.09584 h -18.973 a 6.2140163,5.8849331 0 0 1
        -1.66966,2.875277 6.2140163,5.8849331 0 0 1 -8.7881,0
        6.2140163,5.8849331 0 0 1 -1.66966,-2.875277 H
        33.440409 a 6.2140163,5.8849331 0 0 1
        -1.624706,2.695959 6.2140163,5.8849331 0 0 1
        -8.787578,0 6.2140163,5.8849331 0 0 1
        -1.62419,-2.695959 z m 4.3733763,5.303552 c 1.473151,0
        2.659269,1.02026 2.659269,2.287198 v 1.99471 c
        0,1.26696 -1.186118,2.287198 -2.659269,2.287198
        -1.47314,0 -2.659269,-1.020238 -2.659269,-2.287198 v
        -1.99471 c 0,-1.266938 1.186129,-2.287198
        2.659269,-2.287198 z m 10.422103,0 c 1.47314,0
        2.659269,1.02026 2.659269,2.287198 v 1.99471 c
        0,1.26696 -1.186129,2.287198 -2.659269,2.287198
        -1.47315,0 -2.658753,-1.020238 -2.658753,-2.287198 v
        -1.99471 c 0,-1.266938 1.185603,-2.287198
        2.658753,-2.287198 z m 10.583332,0 c 1.473152,0
        2.659271,1.02026 2.659271,2.287198 v 1.99471 c
        0,1.26696 -1.186129,2.287198 -2.659271,2.287198
        -1.473139,0 -2.65875,-1.020238 -2.65875,-2.287198 v
        -1.99471 c 0,-1.266938 1.185611,-2.287198
        2.65875,-2.287198 z m 10.583333,0 c 1.473153,0
        2.659272,1.02026 2.659272,2.287198 v 1.99471 c
        0,1.26696 -1.186119,2.287198 -2.659272,2.287198
        -1.473139,0 -2.65875,-1.020238 -2.65875,-2.287198 v
        -1.99471 c 0,-1.266938 1.185611,-2.287198
        2.65875,-2.287198 z m 10.583333,0 c 1.473142,0
        2.659272,1.02026 2.659272,2.287198 v 1.99471 c
        0,1.26696 -1.18613,2.287198 -2.659272,2.287198
        -1.473149,0 -2.65875,-1.020238 -2.65875,-2.287198 v
        -1.99471 c 0,-1.266938 1.185601,-2.287198
        2.65875,-2.287198 z m 10.583334,0 c 1.473141,0
        2.659271,1.02026 2.659271,2.287198 v 1.99471 c
        0,1.26696 -1.18613,2.287198 -2.659271,2.287198
        -1.47314,0 -2.658751,-1.020238 -2.658751,-2.287198 v
        -1.99471 c 0,-1.266938 1.185611,-2.287198
        2.658751,-2.287198 z m 10.583333,0 c 1.473147,0
        2.659271,1.02026 2.659271,2.287198 v 1.99471 c
        0,1.26696 -1.186124,2.287198 -2.659271,2.287198
        -1.473142,0 -2.65875,-1.020238 -2.65875,-2.287198 v
        -1.99471 c 0,-1.266938 1.185608,-2.287198
        2.65875,-2.287198 z m 10.583333,0 c 1.473147,0
        2.659271,1.02026 2.659271,2.287198 v 1.99471 c
        0,1.26696 -1.186124,2.287198 -2.659271,2.287198
        -1.473139,0 -2.65875,-1.020238 -2.65875,-2.287198 v
        -1.99471 c 0,-1.266938 1.185611,-2.287198
        2.65875,-2.287198 z m 10.583333,0 c 1.473145,0
        2.659272,1.02026 2.659272,2.287198 v 1.99471 c
        0,1.26696 -1.186127,2.287198 -2.659272,2.287198
        -1.473142,0 -2.65875,-1.020238 -2.65875,-2.287198 v
        -1.99471 c 0,-1.266938 1.185608,-2.287198
        2.65875,-2.287198 z m 10.58333,0 c 1.47315,0
        2.65927,1.02026 2.65927,2.287198 v 1.99471 c 0,1.26696
        -1.18612,2.287198 -2.65927,2.287198 -1.47315,0
        -2.65875,-1.020238 -2.65875,-2.287198 v -1.99471 c
        0,-1.266938 1.1856,-2.287198 2.65875,-2.287198 z m
        10.58334,0 c 1.47314,0 2.65927,1.02026 2.65927,2.287198
        v 1.99471 c 0,1.26696 -1.18613,2.287198
        -2.65927,2.287198 -1.47315,0 -2.65875,-1.020238
        -2.65875,-2.287198 v -1.99471 c 0,-1.266938
        1.1856,-2.287198 2.65875,-2.287198 z m 10.58333,0 c
        1.47314,0 2.65927,1.02026 2.65927,2.287198 v 1.99471 c
        0,1.26696 -1.18613,2.287198 -2.65927,2.287198
        -1.47314,0 -2.65875,-1.020238 -2.65875,-2.287198 v
        -1.99471 c 0,-1.266938 1.18561,-2.287198
        2.65875,-2.287198 z m 10.58333,0 c 1.47314,0
        2.65927,1.02026 2.65927,2.287198 v 1.99471 c 0,1.26696
        -1.18613,2.287198 -2.65927,2.287198 -1.47314,0
        -2.65875,-1.020238 -2.65875,-2.287198 v -1.99471 c
        0,-1.266938 1.18561,-2.287198 2.65875,-2.287198 z m
        10.58334,0 c 1.47314,0 2.65927,1.02026 2.65927,2.287198
        v 1.99471 c 0,1.26696 -1.18613,2.287198
        -2.65927,2.287198 -1.47315,0 -2.65875,-1.020238
        -2.65875,-2.287198 v -1.99471 c 0,-1.266938
        1.1856,-2.287198 2.65875,-2.287198 z m 10.58333,0 c
        1.47314,0 2.65926,1.02026 2.65927,2.287198 v 1.99471 c
        0,1.26696 -1.18613,2.287198 -2.65927,2.287198
        -1.47315,0 -2.65875,-1.020238 -2.65875,-2.287198 v
        -1.99471 c 0,-1.266938 1.1856,-2.287198
        2.65875,-2.287198 z m 10.58333,0 c 1.47314,0
        2.65927,1.02026 2.65927,2.287198 v 1.99471 c 0,1.26696
        -1.18613,2.287198 -2.65927,2.287198 -1.47314,0
        -2.65875,-1.020238 -2.65875,-2.287198 v -1.99471 c
        0,-1.266938 1.18561,-2.287198 2.65875,-2.287198 z" />
  </g>
</svg>

Convert to mesh then Alt F?

Model it, instead? (Increase Subdiv. level to 1.. I left it off by accident)

if you don't need to bend the strip and it's only straight with an extrude thickness then Cornivius answer will suffice.

To be honest, I think it would be easier to just manually model a square with a hole and array it.

Then you can conform it to a curve if you want to to make it bendy

If you import the SVG into blender it'd be a path/Curve. If you go to the curve tab on the right hand menus and set it to 2D, and Fill Mode 'Both' it should give you a flat object where the inside lines create the holes.

You can also Extrude it in the Geometry section on the right. Then you can just convert it to a mesh. If it's going to be deformed then probably give it a Sharp remesh modifier too
Import SVG is an addon that comes with Blender. In case you don't have it activates, got to Edit->Preferences->Add ons and search SVG, then activate it

Thanks. This worked, but the generated mesh is unfortunately filled with nonmanifold edges everywhere. Will I maybe just have to model this, like @Robin Betts sugests?

Does a Remesh modifier in sharp mode not solve that issue? If the curve is very messy when you import it, in Edit mode, go to Curve->Clean Up->Decimate curve. This might solve it. Otherwise, yea, modeling it would be quicker

For modeling you can't have 1 face. each of the holes needs to be connected to the outside vertices with 2 edges. The quicker way to model this would be to separate the wholes into another object, fill them and extrude them so they are solid 'cylinders' and use them with a boolean modifier on the original part, that you have also filled and extruded. That will cut the holes throw it without having to connect them manually

Hi @Cornivius. I ended up splitting the SVG into smaller parts i could model manually (fill in the faces) and then copy paste and join. Unfortunately, the remesh modifier fails to even apply, and extruding the holes as a seperate object and then using a boolean modifier also generates a ton of non-manifold edges.

Drag-and-dropping an SVG file imports it as a Grease Pencil object. Alternatively, you can use:
File > Import > Scalable Vector Graphics (.SVG)
This method allows you to create a curve from the SVG, which you can then modify further, such as extruding or editing the geometry.


text:
Why does the material preview disappears when I activate Tab 'Active Tool' -> 'Workspace' -> 'Filter Add-ons'?
Why does the material preview disappears when I activate Tab 'Active Tool' -> 'Workspace' -> 'Filter Add-ons'?
I'm working with Blender 3.61

Because you are by default disabling the Cycles Render addon, which in turn disables all its functionality, including previews

This is it - quite cryptic..

Thanks very much!

@DuarteFarrajotaRamos this is an answer. Please post it as such.


text:
My mesh keeps deforming and random vertices merge during animation after I ctr+j a cube
I can usually just go back a few steps to fix the glitch but when I try to merge them again it will corrupt the same way as soon as I press play. There are no bones and adding them didn't help. I've also ensured manually that each object's origin is at the same coordinates. Just now, I opened the file and I've found it's corrupted again. I've been trying to figure this out for days but it takes time because I keep having to remake the objects that get corrupted. I'm trying to add a white trim around the door and it's worked on only one of the two. Sometimes it doesn't corrupt right away. I can play the animation endlessly and move on to play with the rest of the design. I might even be able to continue working on it after saving and reopening it before it does this. The animation still works fine though...

The one that isn't corrupted has a few more vertices because of the lock and knot in it but it doesn't account for the number lost between the doors.
I had this one working for a while and would like to recreate it.

If I understand correctly, you have animated objects with bones and you try to join them into one object? Why?

Incorrect, there are no bones. For now, I've simply made the door a parent to the frame I wanted to merge onto it. Not sure why the frame (cube mesh) only merged/joined correctly on one door and not the other. Both doors are separate objects, as are the handles.

do you have a boolean modifier somewhere? Maybe it would make things simpler if you could upload your file on Blend-Exchange and [edit] your post to embed the download link.


text:
how to change fluid to object
new to the forum, my name is carl.
I would like to create an animation of a fluid that at the end of the race turns into a fruit. Could you please tell me what technique to use to achieve this result.
I've already created my fluid which explodes on contact with a solid, I've also created the fruit but how do I merge them. thanks for your answers .see you later

What do you mean by "at the end of the race turns into a fruit"? Can you please give more details?

Hello, I've created an animation of a fluid splashing on a bottle of fruit juice, and when it splashes I'd like the drops of water to turn into fruit ...


text:
How to keep Object Highlight in Sculpt Mode? (2.93)
I'd like to keep the yellow highlight that appears in Object mode when an object is selected but while in sculpt mode. Blender 2.8 did this fine but I can't figure out where the option might be for 2.93... I'm trying to copy my own body sculpt to a new body and need to be able to see them both in wireframe, so having one bright yellow and one black would be more helpful than both black and I can't tell which one I'm sculpting.
I've added pictures of what I mean incase I don't make sense... I'd just like to have my object highlighted in sculpt mode as it is in object mode. (Thank you for any help!)


text:
Object wont rotate on local axis
I am trying to rotate the cylinder on the bottom of this thing 90 degrees, but it wont rotate correctly.

This is what happens when I try to rotate it 90 degrees in either the X or Y axis

I want the rotation to align with the direction of the leg, rather than clash towards it as an angle. If there is any sort of solution to this, I would be very grateful.

If you rotate a cylinder 90º in its Local Z axis it's going to rotate around the round faces. You care not going to see a difference. You'd want to rotate it in the Global space, first 901 on the X and then 30 on the Z

There are two ways you can handle this situation.
First one:
Parent the cylinder to the cuboid and then change the orientation to parent. Now depending upon the axes of the parent, simply R to rotate and X/Y to specify the axes and then type in 90.

Second:
It's almost similar to the first one. This time instead of parenting, select the cuboid and then just go to the orientation menu and click the Plus icon to have the orientation of the cuboid usable for any object. Just select the newly created custom orientation and do the same rotation stuff mentioned previously.

The only advantage you will get by using the second method is that you wont have to parent each and every object in a case where you have multiple objects. Otherwise just use the first method.

Here's a nice video by CG Cookie if you want all the details about this orientation stuff:
https://www.youtube.com/watch?v=QwLMk_tFvfU


text:
Problems with material while exporting model to Substance Painter from Blender
I made the model in Blender. I also made a UV map for the model. The problem is that in Substance Painter for several parts the material does not work and Substance Painter creates a new one.

Therefore, my model is now divided into 2 materials

For example, a small ring has disappeared in this place because it has moved to a new material. And so holes appeared in several places.

In Blender, everything is displayed normally and belongs to the same material.

Which I have already done:
I checked the normals, unwrapped the model again, checked that the model was monolithic, and tried to export with different settings.
Blender file here:

I don't know why this happened, but I selected all the meshes, chose the material, and clicked Assign. The problem was solved.


text:
How would I insert a certain text on my object
I’m creating a ds lite model and asked my self how I could insert the text on the back (picture 1) on my model?
Would I just retype the text and try to search a similar font or is there a easier way to do the trick? :)
Thanks!

use an evenly litphotgraph of the part and use it as a texture of that very part of your model. Use UV-texturing to place it as acurate as you wish.

take a photo with a correct lighting and in an image app like Photoshop or Krita tweak the luminosity and contrast until you get a b&w image, then use this image as a mask in your material

Use an image and search for 'using decals in Blender'.

Take a photo with a correct lighting and, in an image app like Photoshop or Krita, tweak the luminosity and contrast until you get a b&w image:

Then use this image as a mask between 2 colors (grey and black) in order to "print" this image on your object. Here I've set the Metallic value to 1 and plugged a Noise Texture into the Roughness input to get the grainy texture:

Thank u so much, that solved my problem <3


text:
Need help with geometry nodes Shader
im animating an avocado.
The thing is i made some green accents on the avocado pit. Sadly i didnt knew they would move around by making the pit float. I want them to stay at one place so that it looks like those are ´small parts of the avocado and not some reflection issue..
Im very sorry for the image quality and thanks so much for the help!
Its hard to see on the images, but those small green dots are moving like an optic illusion and wont stay on the same place. I added a screenshot of all geometry noodes used on the pit and 3 screenshota of the pit moving

[

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

Rather than take photos of your monitor post actual screenshots instead, see How to take a screenshot. Photos are harder to read because we have to look past external interferences (like reflections, smudges or Moiré patterns) and guess if we are looking at hardware issues such as a malfunctioning display or connections, a software level issue like driver malfunction or glitch, or actual artifacts or issues with the model itself.

Your top branch is using object coordinates; your mix fac is using the world-space normal (which doesn't make any sense, but whatever.)  These will change with animation.  Bake the mix fac and the top principled's inputs to UV textures.

You can take the pit's position out of the geonode group output, name it, and bring it into the shader graph via attribute node

@Nathan How do i do that ? c:

Look for tutorials and questions about how to bake textures.


text:
Box Select polygons, only visible? No other options?
Edit Mode -  Drag and Select Polygons

So why aren't ALL the polys within the bounds selected?

Where is the option to enable this common, very useful function?
What gives?

You need to be in x-ray mode using Alt-Z to box select all the faces within the area bounded by the selection box.

Why only in X Ray View? That doesn't make any sense.
Even in XRV any polygons I touch with the selection area will not be selected until the area covers the center dot for each polygon.
Who designs a tool like this?
Why are there no options for tolerant selection of polygons, a very common basic function found in other 3D programs, but not Blender for some reason?
What could possibly be the reasoning behind limiting select all polys to only XRV? Shouldn't users be able to decide for themselves? Where are the tool options for that?
Thanks.

That's the way it's always been in Blender and the way it will stay. You'll just have to learn to live with it!


text:
Add material to polygon selection, impossible?
Polygons selected

Material assigned to selection

Material is not confined to selection for some reason, why?

Another example: Add Material Slot to Selected polygons, assign Material Slot to selection, applies the material to the entire object, ignoring the selection, what is the problem here?

There's no such thing as a face without a material; every face has a material.  If you have only a single material slot on your object, all faces will use that material.

So you are saying there is no way to assign a material to a selected group of polygons in an object?
That adding a material slot and assigning it to selected polygons, doesn't actually assign a material slot to the selected polygons?
So why do the interface elements that appear to intend doing exactly that exist if they don't actually do anything?
Thanks.

Make two material slots.  Assign faces to one slot or to the other.

My answer here explains the material slot behavior a bit detailed: https://blender.stackexchange.com/questions/292434/something-strange-with-material-slots/292436#292436


text:
Energy Preservation for Light in Blender
I'm currently looking into using physically meaningful renders from point lights in Blender 3.6 LTS. In particular, I need the resulting linear .exr images to adhere to energy preservation (linearity) of lighting, i.e., their values must scale linear with respect to the light in the scene and it has to be additive.
In quick experiments (as easy as adding a single point light source to the default Blender scene with the cube, setting the rendering output to linear / .exr and scaling the light source power to double the value) the linearity does not hold up. I have instead also experimented with using emission objects and scaling the emission there, but also do not observe linearly scaling results. However, by using emitting objects, I was able to verify that the object surfaces of the emitting objects themselves correctly scale linearly with the emission 'strength').
Any hints on how to debug this further?


text:
Select which point to start with when bridge edge loops
I've created two electron-orbit-like curves (with same number of vertices on it) with python script and I want to operate bridge edge loops on them to create a tie in such electron-orbit-like shape.

Sometimes I would get what I want, like this:

But in other situation, blender will start with connecting wrong vertex pairs and finally generate a mess, like this:

My question is, is there any way I can manually select which vertex pair to start with when bridging edge loops?


text:
Noisy rendering problem, trying to get back to previous render results
I don't know what I've done wrong but my renderes are now coming very noisy and blotchy no matter how high I raise the sample count.
I had earlier renders that looked sharp and clean like the 1st image and suddenly something happened that everything comes out like the 2nd image.

Hello, maybe Z fighting? (overlapping faces)

Did you lower the light bounces? I had an issue like this once where I lowered them to decrease my render time, but instead got a result similar to yours

It looks like an object (earlier version?) hidden in the viewport, but set to render

Please add a minimal blend file using blend.exchange that showcases the issue and provide additional info on your setup and versions

So... I kept tweaking some render settings and also replaced my HDRI and asphalt material and one of those things did it... unfortunately not sure which one.
Thanks for your help!

@Phönix64, I'm not sure how to do that as the project file is 543 MB. Is there a function to simplify the project file?

Additionally, I've been able to remove the noisy effect most visible on the hood of the red car, BUT when animated it's nightmarish. I've attached a link to a comparison of the same animation with a few changes to some materials. https://imgur.com/a/7GO6Jpl


text:
Texture paint material shader not showing on Cycles render. What am I doing wrong?
Texture paint material shader not showing on Cycles render. Material shows clearly only on Eevee and on Cycles Viewport preview it displays as a blob-like mess.
Any thoughts?

I had a duplicate of the object turned off for the viewer but not for the render.


text:
Dynamically add properties to PropertyGroup Class
How can I dynamically add or remove properties in a class like this?
I want to make a user interface where you can click on a button that will add new options and properties in that same user interface but for that I need a way to append new settings into this class.
import bpy

class MyPropertyGroup(bpy.types.PropertyGroup):
    custom_1: bpy.props.FloatProperty(name="My Float")
    custom_2: bpy.props.IntProperty(name="My Int")

bpy.utils.register_class(MyPropertyGroup)

bpy.types.Object.my_prop_grp = bpy.props.PointerProperty(type=MyPropertyGroup)

# test this worked
bpy.data.objects[0].my_prop_grp.custom_1 = 22.0

So how would I add a custom_3 property to this class for example?

Hello, it seems you want to explore CollectionProperty

Hello, thank you for your answer. Do you happen to know how exactly I should use the Collection Property feature? Unfortunately I could not find any examples anywhere. If I replace the PropertyGroup with CollectionProperty I get this error: ""ValueError: register_class(...): expected a subclass of a registerable RNA type (CollectionProperty does not support registration)"". I don't really know what I am doing at this point so any tip would be super helpful. Thanks!

Let MyPropertyGroup inherit from bpy.types.PropertyGroup. Then bpy.types.Object.my_prop_grp = bpy.props.CollectionProperty(type = MyPropertyGroup) then any object will have a my_prop_grp and also have an add and remove method.

@BlenderEnthusiast if I understand the docs correctly the bpy.props.CollectionProperty would take one PropertyGroup (like custom_1, custom_2 in the example) and add() and remove() would just duplicate that in a list. You can't add another custom property like custom_3.

custom_2: bpy.props.IntProperty(name="My Int") is a class property with a type annotation. I don't know what Voodoo Blender uses behind the scenes, but it seems to use that annotation.
This seems to be what you were looking for:
MyPropertyGroup.__annotations__['custom_3'] = bpy.props.FloatProperty(name="The Latter")

Or you could obviously just subclass the group and use that instead
class MyPropertySubGroup(MyPropertyGroup):
   custom_3: bpy.props.IntProperty(name="The Latter")

bpy.utils.register_class(MyPropertySubGroup)
bpy.types.Object.my_prop_grp = bpy.props.PointerProperty(type=MyPropertySubGroup)

or you can subclass it more dynamically, again using annotations
MyPropertySubGroup = type('MyPropertySubGroup', (MyPropertyGroup,), {
    '__annotations__': {'custom_3': bpy.props.FloatProperty(name="The Latter")},
})
bpy.utils.register_class(MyPropertySubGroup)
bpy.types.Object.my_prop_grp = bpy.props.PointerProperty(type=MyPropertySubGroup)


text:
Blender 3.6 menus missing and interface unresponsive after fresh install
I have installed 3.6 for the first time but the interface remains mostly empty and is completely unresponsive to input. There are no errors shown upon launch and the only thing i'm able to do is closing the splash screen. After that i'm left with the interface as shown in the screenshot.

Does anyone know how to resolve this problem? I'm on Windows 10 and i've worked with Blender on this machine up until 2.8 came out. I suspect it may be a python thing, but as I see no errors i'm clueless.
Thanks.

What does it show if you start Blender by double-clicking the 'blender_debug_log.cmd' file in the Blender executable folder? (You may not see the .cmd extension if you don't have file name extension visibility enabled.)

Strange, when opened with the blender_debug_log.cmd everything works normal, the interface is back and there are no errors. Still won't function normally when executing the main application executable.

Does it show any errors at all if you open the log that it produces with a text editor?

No, not a single error in the blender_debug_output.txt

No idea in that case, I'm afraid. There are no Blender developers here, nor does anyone here have any association with the Blender Foundation so I can only suggest using Help > Report a Bug in Blender. I'm not sure how anyone at Blender is going to be able to help though unless someone else has already reported the same problem. Incidentally, Blender has its own built-in version of python so it's unlikely that will be the problem.

https://blender.stackexchange.com/questions/152450/2-8-ui-missing-all-menus-cannot-interact-with-blender-at-all?rq=1  See the second answer there. That Set PYTHONPATH= line is actually in the 3.6 debug_log.cmd file so presumably that's why it is working correctly when you run Blender via the debug file. Doesn't answer why it's happening in the first place, but at least it will get you running without creating log files every time!


text:
Problem cooking textures
Could someone help me understand how I could get the same texture rendering on a game engine like second life as on blender?
To be clear, some people manage to simply baking the textures and get the same quality, with the brightness, shadows, reflections, nothing moves.
But when I do it the same way, the quality is sabotaged and the textures become blurred.

This is a very broad topic. Please add images and detailed informations about your workflow and the outcome (for example, what exactly is "the same way").

Please edit the question to limit it to a specific problem with enough detail to identify an adequate answer.


text:
Asset Library: Catalogues show, but not Marked Assets
Short description of problem:

Briefly got Asset Library working, re-organized files under new sub folders.
Suddenly new and old blend files no longer see any marked assets, only the catalogues.
I have unmarked/marked the assets, added them to new Asset Libraries several times over
I deleted catalogue files in the directory hoping forcing them to repopulate would fix it
All blender files are now using the same File Path and Asset Library
All assets are marked within their .blend file and show under the Library not just main file
Attached screenshots

Blender Version:
3.3.1
Asset Library Location:
W:\My Blender Assets\
My Example Asset Location:
W:\My Blender Assets\Characters\Human Base Blockout
Any help would be appreciated, the Blender Documentation and every youtube video I watch acts like this is a flawless system. This is not the first bug I encountered setting this up today, but is the one that has me on the brink of giving up.
Unreal has a perfectly functioning asset browser, I just wanted my workflow to be in one spot...

Hello, could you elaborate on "All blender files are now using the same File Path and Asset Library" and "I deleted catalogue files in the directory hoping forcing them to repopulate would fix it" ? Noter catalog can share the same name but every catalog has their own unique identifier (uuid) so deleting a catalog definition file will delete the uuid for this catalog, which can have repercussions in other library files

Hey Gorgious, thanks for the response! So I figured out the issue, I 'saved as' the problem files...and everything worked fine. My theory is the blend files hosting the assets were corrupted somehow.
My new blend files now populate with a full asset library and proper files.

I figured out the problem, the Blender files had been corrupted somehow. I saved my Assets as new Blend files....and everything worked fine


text:
Cast Colored light on white surface
Hej !
Does anybody have a trick to cast a coloured light on a white surface in a stronger way than a pale color ? I want to casted color to be like on the second picture but on a surface like the first picture.
Being unrealistic i don't know if there is a way, but maybe anybody has a idea ? I've been trying for a while but never got satisfiying results
Any hints of suggestion appreciated !
Best


text:
When i use replace mesh logic NODE not brick the mesh boundaries dont update
Im haveing an issue when using the replace mesh node not brick. Iv done triangle mesh and checked the box for it in the node. The mesh dose replace corectly, but it still has the hit box of the original object that was replaced. Its a bummer. Im using upbge 0.36.1

I'm sorry, this site is about problems using and the addons that come officially with Blender. For external, please contact the developers about any issues.

Hello, Gordon, at last reference, we are still prepared to handle upbge questions here, although our range of expertise might not be that extensive. See, e.g. https://blender.meta.stackexchange.com/a/3056/35559

Thank you for your comments. Do either of you have any information on the question posed as it has been deemed okay to be asked in this form.


text:
Rigid Body Constraint doesn't work
I want to limit the rotation of a physical object on two axes so that it rotates only on the X axis. However, Rigid Body Constraint has no effect. How can I fix this?

Hi! First you could "fix" your question, because you gave us exact zero information what you tried. Since it seems like you are a Blender beginner, pls provide blend file so we can check it out on our own and we don't have to ask a lot of questions in the comments, thx.

and second i wanna say it would be good to use "i cannot make the rigid body constraint work" instead of "doesn't work" which sounds to me like you think it is a bug.

@Chris, .blend  file: https://mega.nz/file/skhTQLjY#2-RaqH7-LFZph7Rq6GK3gQ0S9MB3zVnSLk5Ignnuuis

thx, i assume, you want exactly that what John proposes? that works in that way i understood your question -> important: you have to delete your rigid body cache before, else you won't see the change

Rigid Body constraint is supposed to create a hinge between 2 objects that have Rigid Body themselves, is it the case?

Hello, @R1senDev.. I've had a look at your file, thanks, but this question really needs fixing to make it clear. We need to know which object you want to constrain, and when. Please just kick off with a 'to a 5-year-old' description of the overall effect you want to achieve: what behaviour you are looking for. Otherwise we might wind up investing work in the right answer to the wrong question.

You should explain in detail what you want to achieve. For the moment maybe you've mistaken what is Rigid Body Constraint, it is supposed to create a hinge between 2 objects that have Rigid Body themselves (see below), which doesn't seem to be what you want.
I don't think that you can constraint the rotation axis of a rigid body falling (Limit Rotation constraint doesn't seem to constrain an active rigid body either), except with some tricks like for example a double wall (Rigid Body > Passive):

A quick explanation of Rigid Body Constraint: Create 3 objects, here the top object is a Rigid Body passive with the Animated option activated, the bottom object is a Rigid Body active. The empty (it could be a mesh object as well) is the object with the Rigid Body Constraint, Type > Hinge, rotate it 90° on Y so that its local Z axis will be the axis of rotation, choose top object as first object and bottom object as second object (note that you could only use 2 objects, the empty here could have the constraint and you choose it as first object):

Result:

Since you haven't provided any details of exactly what you're trying to do, I'm going to give the simplest possible answer!
Click the padlock icons against the Y and Z Rotation settings on the Transform panel. Your object will now only be allowed to rotate in the X direction.

Now you've supplied your file, this is your file with those settings applied:


text:
How do i acheive nice edge flow around this mesh
I want to create a nice supporting loop around the edge of this mesh. With nice edge flow.
But I keep coming to the same outcome which doesn't flow properly

Do you want just a nice edge loop along the non-manifold edges or support loops to control the curvature of the faces that the Subdivision Surface* modifier creates?

Two things;

Make sure that your madifiers are in the right order. First the Mirror Modifier and then the Subdivision Surface Modifier.

Make sure that Merge is turned on in the mirror modifier and the value of merge distance is something small. (It's 0.001m by default)

Now if the merge doesn't do its thing then try this: Turn on clipping in the Mirror Modifier. Go to edit mode. And just move the vertices near the mirroring boundary by just the enough amount to snap them to the boundary.


text:
Caustic details not showing in render but working in viewport
I've got a 2 planes in my scene 1 with the ocean modifier and with cast shadow caustics ticked, and another with a fractal subdivision with a receive shadow caustics. For some reason, the caustics don't show up in render but work fine in the viewport.

Make sure that in Ocean modifier your Resolution Viewport and Render have the same value.


text:
Extrude a cylinder from the side of another cylinder
I'm trying to extrude a cylinder from the side of another cylinder. Imagine a 3D stick figure. I want to extrude the "arms" of the stick figure, but they need to also be cylinders. When I extrude, the sides of the extrusion are flat, like this:

I'm new to Blender, so there may be a simple solution... I just haven't been able to figure it out. Thanks for any help!

does it come from the top of your stick or anywhere in the middle?

I'm having it stick out the middle of the cylinder

Maybe the easiest way is to use the Knife Project tool:

Duplicate the top of your cylinder, rotate the circle and make it another object.
Go in front view, select the circle, then the cylinder, and go in Edit mode.
Press the Knife Project button on the Tools panel (on your left, activated with T).
Now you have a circle marked on your cylinder. You can get rid of you circle object.
Delete the faces of this circle.
Extrude the edges.
Flatten on the Y axis with a SY0.
Fill the hole with F.
As it's better to only have quads, give an edge loop around the cylinder, use the knife: K to activate, Z to cut through, C to cut perpendicularly.
You have what you need (I guess).

Perfect! This is exactly what I was looking for! Thanks

The easiest way, if you make a Minecraft model, then select the edges, where the limbs connects to the torso, increase the mean crease and add a subdivision surface modifier.


text:
Issue with multiple edge selection from vertex in Beldner 2.79
I have been working trough a youtube tutorial on making a low poly space ship. After several attempts I can't get the same result as the instructor at time 5:30.
BLENDER-EP/02 - how to model a low poly spaceship 1/2
When selecting the a vertex, I notice not all edges connected to it are highlighted. It would appear I have some how created two vertices in the same point.
Is there a way to prevent this from happening? I have followed the Tutorial step by step multiple times yet I still get this issue and later on when I UV unwrap, my model is a mess.
Thanks in advance.
Tutorial:

My Model:

it's hard to tell how it happened, perhaps you've duplicated your mesh by mistake, anyway you can select all and W > Remove Doubles and it will fix the problem

@moonboots Thank you so much! Sorted my issue out.

It's hard to tell how it happened, perhaps you've duplicated your mesh by mistake, anyway, select all and W > Remove Doubles and it will fix the problem.


text:
Blender Hair Dynamic not working with both force field and collision
I am new to blender Hair Dynamic, and I am trying to create a hair that would react with the world.
I have made the sample file and it does not work.
I tried all tutorials I can find, and I don't know what I have missed.
Please help me with this and tell me what's going on.
Here is the link to my file:
https://drive.google.com/open?id=1H7VsX17Ny1vikSTvEBbntGN6-iNDRAwS

So, I have fiddled around with my model, and I saw one post says that before certain version the Hair won't collide with itself.
My understanding is it should be able to collide with it self now, but somehow mine didn't.
(someone save me on this part pls)

I made a new mesh, used collision(as in image), and I achieved some collision but some hair is still going through.
note that the thing will now have any collision if it is hided (the eye button). I hope this helped those have the same problem with me.
(And please post better solution if you have one.)


text:
Hair all goes weird once I change the mesh
I have made this character, and I want to seperate the helmate from the body.
But soon as I delate, seperate, modify the helmate, the hair just all goes wild.
(Half of them would move to different place)
I used the body to make hair directly.
Someone save me please.

are this particles or a mesh?

The hairs are made of particles, this is Blender render

How can I add another picture to this site?

Oh no, her wig fell off! (0.0) You can upload your .blend using Blend Exchange . You can prepare a simplified version if the file is large or if you don't want to post all of your model, as long as the .blend illustrates the problem. Welcome to BSE!

I used another meterial for the hat to make it transparent, So this doesn't bother me right now. Thanks for all the helps

It's easy before going into edit mode go to particle system disconnect all hair system by clicking on "disconnect hair"
Edit your mesh and reconnect hair
NOTE: - if you have activated children of hair then first connect the hair and re-activate children
To re-activate Children: - go to children tab in particle group and click on "none" Then click on 'simle' or 'interpolated' by your choice.
Hope it's helpful to you.

Really thanks, this totally works for me. Solves everything.


text:
why is my rigging making my model bigger?
i'm trying to make a rig for a model but when i set parent with automatic weights is scales the actual model to the point i cant zoom out enough to see above the knees. I really need help with this.

maybe you've scaled your bones in Pose mode? In that case, select them and press alt S

i made my model way too big and had to scale the rig. i tried scaling the model instead but it did the same thing

Haven't you scaled your bones in Pose mode? You should have done it in Object or Edit mode. Anyway, you can press alt S in Pose mode, then come back to Edit mode and then scale the bones.

i pressed alt s is pose mode and it scaled it down. i went into edit mode and scaled it back up. it still is making the model huge.

could you please share your file (or at least a part)? https://blend-exchange.giantcowfilms.com/

its not letting me on that site.


text:
How do I add an object from one project to another?
I'm trying to add a tree for my game in a forest and they are in separate files. How can I get the tree into my game? I have already tried appending and linking but I want the entire thing. Even what I did all it did nothing.

Appending/linking is exactly what you need, could you explain what the Problem was? (In most cases you would want to create a Group, and then link that Group.)

Is every tree in a seperate blend file? Otherwise when you set up a sence with the forest you can append that and choose the scene as the target to append. Or give more information.


text:
Why can't I get into Sculpting Mode with metaballs?
When i start Blender 2.8 i click on "sculpting" and then i get a ball and can start sculpting. I see the brushes etc...
But when i click on "object mode" to add, for example 2 balls for eyes, i can´t get back to sculpting mode.
In the small menu where one can find the different modes, i then only have "object mode" and "edit mode".
Am i missing something? ¯_(ツ)_/¯
EDIT:
Ok. I tried out a little bit and it seems that i can´t go back to sculpting mode if i add a "metaball".
When adding a Mesh - UV Ball i can go to sculpting mode again.
I don´t quite understand the difference yet, but i think that was the problem :]

Metaballs need to be converted to mesh before returning to sculpt mode.
Object > Convert to > Mesh from Meta/etc


text:
Rotations in Geometry Nodes
I have this setup: (I'd add the blend file but I don't know how :( ... )

The Nodes Modifier is on the Cube on 0,0,0.
The Constraints of the Empty are on the Cylinder (Pointer)
The Idea is to visualize a Raycast by the Mesh Line along the face normal of the Pointer.
In this position this is fine but if I rotate the Pointer the line rotates but at a smaller amount, then it snaps, simply strange behavior.
I recognized too: If I rotate the Pointer for 90 degree around Y I'd expect to show Pi/4 on
the Object Info Rotation output but it shows Pi/2
Any Idea what I'm getting wrong here?

Sorry, I forgot to mention: Blender Version 3.6.0

https://blender.stackexchange.com/a/82965/15795

:D ... stupid me :D
I had only to ask: "What is a Vector?"
Well, a vector is .... a direction.
... and without a starting point originating at 0,0,0
So I have to rotate at 0,0,0 and afterwards to move the result to the face to simulate the face normal.
One finding: see the minus at the value for the Multiply Node. Normals seem to point TOWARDS the face in Blender.

Due to the issue with the Object Info Node I'll do some investigations and probably file some Bug(s). The Rotation output is showing double the rotation and the Math Node shows for all trigonometric functions the result for half their input.
Many thanks for the link how to share a .blend file :)


text:
Drawing Lines to nearest surface point
I have this setup:

The Wave is a different object than the Curve in the workspace.
I try to draw lines from the control points of the line to the nearest point on the
Wave with this Geometry Nodes tree.

but I do not get any output.
The connections to the Curve Line inputs indicate that there is something wrong.
What am I doing wrong here?
Thanks for any hint.

The position is a field output, whereas the curve line accepts only single vector values.

Thanks,
so I have to SeparateXYZ / CombineXYZ this first?

nope, this doesn't work OTOH the Start and End are due to the manual the Positions of the Start and End Points of the Curve

A field value (extremely oversimplified) is something like a group of values. So you will never be able to input them into that socket

Thanks for the hint - it seems I'll have to Gooooogle a bit how to get the Vector out of the field in this case

Yepp, with 2 CombineXYZ nodes used to feed a Mesh Line node there will be output.
It seems we have to raise another topic: How to get the Position Vector from the Position?

What is the difference to your other post? https://blender.stackexchange.com/questions/297884/obtain-vector-of-points-in-geomerty-nodes

none, but asking differently brought me a usable answer ;)


text:
Obtain Vector of points in geomerty nodes
all answers I have found to this refer to the Transfer Attributes Node but this doesn't exist in Blender 3.6.
What I want to achieve is to draw a Mesh Line between a control point of a line (using the Position Node) and the nearest point of another object using the Geometry Proximity Node.
Connecting the Position output of the Position Node nor the Geometry Proximity Node to the Start and End inputs of the Mesh Line Node doesn't work.
Connecting the Output of 2 Combine XYZ Nodes which I set manually to the inputs of the Mesh Line Node works tough.
How can I convert the Output of the Position Node and of the Geometry Proximity Node to position vectors?
Thank you in advance for any hint.

https://blender.stackexchange.com/questions/276087/where-is-transfer-attribute-in-3-4

You could do it like that:

Create a Mesh Line with 2 points.
Set the position of the first point of this line to the position of the control point. By defining the index value of the Sample Index node, you may chose, which control point should be used.
Set the position of the second point of this line to the closest position of the target object by using the Geometry Proximity node.

Ok, got it, thanks :)
As I already guessed: The Start and End inputs of the Mesh Line / Curve seem to be quite unusable in such a situation.
Plus your answer gave me a use case for the Sample Index Node to make an example :)


text:
Bad Viewport Performance on Good Machine
My blender keep stucking on "not responding" every few clicks and runs a simple animation at only 7 fps, even though Im in solid mode. I have a fairly good PC but Blender isn't using all it's power. My project has around 800k vertices and zero simulations. I've alredy looked every tutorial to make it's performance better, but I can't solve it.
Specs:
Intel(R) Core(TM) i7-5820K CPU @ 3.30GHz
32.0 GB 2400 MHz
NVIDIA GeForce RTX 3060 - 12GB
Windows 10
Here is a printscreen of my task manager while playing the animation. As you can see, Blender don't use half of it's power, but still runs at 7 fps.

I would be very grateful for your help :)

I wonder if the ram speed is the bottleneck.  Do you know if your system is properly built and taking advantage of both memory channels?  If you are comfortable you could try overlooking the memory and see if there is any difference.

2400MHz that's not a lot indeed. Is that DDR3 memory? How many sticks do you have and - if a tower computer - are they plugged in the right slots? (if you built it yourself, definitely check your motherboard manual for that)

@AllenSimpson Yes, the system is properly built with the memory cards on the right slots, (I've double checked it with an IT technician). I rather try other ways before overclocking it.
Thanks for the attention :)

@L0Lock I have four DDR4 sticks and It's in the right slots.
Thanks for the answer :)

I would like to see the scene file, just to be sure it's not the issue there. Could you upload it on Blend-Exchange then [edit] your post to add the link there? Otherwise, maybe consider using the menu Help > Report A Bug, although 2400MHz isn't the ideal ram speed it shouldn't lead to Blender "not responding" every few clicks on a normal scene.

@L0Lock the project has 1.1GB, so I upload it here:
https://we.tl/t-45rUKOjoqt
As I was working in other big projects, it still stoped working every few clicks, even though only the necessery objetcs were on (only 100k verts).

A "simple animation" from a 1.1GB project file? Not throwing conclusions there but that sounds already quite contradictory. Gotta wait for the download in the meantime.

On opening your scene, I see that we are not on the "around 800k vertices" already:

Just about a third more, but if you look at a more meaningful data: it's 2M3 triangles. Not a light scene to begin with.
Looking at your scene, I see some areas of improvements. But one bigger than the others:
Simulations are running
When running the playback, during the first time going through the play range I am around 18-20fps, but once it loops back to the beginning I jump to ~400 fps (with unlocked FPS for benchmark purposes, nobody needs nor wants to run at 400fps in the viewport).
This means, things are getting cached down during the first time each of the frames are played (hence the gain of speed once all frames are done caching). And usually, that means physics simulations.
I don't see where you use them, but usually you do simulations separately in an isolated work scene for that sole purpose.
Deleting rigid body simulations seem to do the trick in your scene. To do this, go to Properties Editor > Scene tab > Rigid Body World and click Remove Rigid Body World:

This should already do a lot.
But we can do more if you need to.
For the next steps, read entirely before doing anything to avoid issues down the line.
Disable Auto Smooth
Autosmooth can be nice for obtaining the combination of flat and smooth shaded edges, but it's heavier in calculations, is recalculated on every frame for animated objects, and is; t compatible with GPU subdivision.
So I suggest selecting all objects, go to Properties Editor > Mesh Data tab > Normals panel, hold ⎇ Alt down while unchecking Auto Smooth so that it propagates to all selected objects.
You also have some objects with weighted normals modifiers. Not the least impactful modifiers, you might want to remove them or apply them.
Use instances
You have a lot of objects that are exactly the same. Instead of using full copies, you could use instances. Instead of loading identical objects dozens of times, you load it once for all of its instances. This drastically reduces memory usage, loading and calculation times.
When you want to duplicate an object, instead of using the Duplicate operator with ⇧ ShiftD, use ⎇ AltD to instantiate.
For objects, you already duplicated but would like to turn into instances:

Select identical objects, like your chairs
Press ⎈ CtrlL > Link Object Data

You could also apply this logic to duplicated parts within a single object if you want. Much like you did here with these 13 identical bars generated from one bar and an array modifier:

If you have identical objects or need to apply some modifiers, do all the other steps before turning them into instances. As you can't apply modifier on instances.
Objects with a lot of unnecessary geometry
To illustrate, I set the viewport shading to flat white, and enabled the wireframe overlay:

ALL the black you see here is just raw wireframe. By raw, I mean it doesn't show any mesh generated by a subdivision modifier, for example.
This tiny rack alone is 65k triangles, and I can't even distinguish them in close up:

Most of this geometry is pretty much indistinguishable in rendering until you are close enough, so you could probably could remove a lot of it and be fine.
And ideally, even if you get close enough, you should have the bulk of your geometry handled by subdivision modifiers instead. Firstly because you can change their level of subdivision manually or automatically (like by using the Simplify like you already do), but also because you can let your GPU handle them for better performances:

If I were you, I would do a pass on all your objects to reduce their mesh density and chose which ones to add a subdivision modifier.
Before doing this: make sure to identify which objects you want to turn into instances. Do these first, then edit the mesh and modifiers of only one of the identical objects. And when selecting objects to turn them into instances : select the one with the new geometry last, so that it is active and is the one used as instances in the others.
Some might be easy to do with just a couple modifiers. Like your chairs:

This could be a lighter mesh with a subdivision modifier instead.
Since the mesh is even and quite obviously obtained from a raw mesh plus a subdivision applied onto it, you can sort-of undo the process by first adding a Decimate modifier, un Un-Subdivide mode and even number of iterations:

Not perfect, but serviceable most of the time, and you can fix the topology afterward if you want.
Apply that modifier, then add a subdivision modifier.
Or you reduce the amount of decimate operations to the highest number you can without weird topology, apply it, then manually remove what you don't need.
Some other objects might be tricky to handle by semi-automated ways, like your cupboards:

Unless you go at it by hand, it will be hard to press a button and not lose the nice curves. But it's still possible to do at least some quick fixes that won't be noticed easily.
Let's try the handle button:

↹ Tab into edit mode
Press 2 to toggle edge selection
Hold ⎈ Ctrl⎇ Alt and click an edge to select a ring loop:

Menu Select > Checker deselect to deselect every other edge
Menu Select > Select Loops > Edge Loops

⎈ CtrlX to dissolve the edges and their vertices.
⎇ Alt  LMB some edges in the other way to select their loops and dissolve them, and you can get something like this:

Apply this kind of logic to the whole object, and in 30 seconds you end up with this:

Extra tips:

In edit mode you can hit F3 and search for "unsubdivide" to unsubdivie a selection of mesh, like does the modifier but with your control on the area of effect
To not spend your life clicking the same menus and sub-menus every time (like the checker deselect and loop select), I suggest you  RMB them and Add to Quick Favorites Menu. This menu is available via Q and you can add/remove anything you want at any time. A huge time savior when doing repetitive tasks.

It's not much, but if you do this in a few selected places enough, with all the duplicated meshes you have, it will help a lot.

If you do this even sparingly, you will get improvements. In my case, I did a quick pass on a few objects.
BEFORE:

AFTER:

The scenes statistics are very different:

And even though it struggles to playback the frame range the first time, after it went through it once to cache everything, the fps go from ~20 to 400-500.
The difference might not feel like much on my system because we are already at 400 to begin with. But on another system where you could have barely reached 12fps, that could mean hitting the 24fps constant.
Last but not least:
In the outliner, enable the "Disable in viewport" restriction toggle:

When you want to hide objects or collections to have better performances, use that screen icon instead of the eye icon.

Your CPU is the problem; it is very outdated. The Blender viewport (Workbench) relies on single-core CPU performance, not GPU performance, unless it's for rendering with Cycles or Eevee.


text:
Material "Base Color" doesn't change when "Use Nodes" selected
Okay, first off, I'm a totally new Blender 2.8 user. I'm pleased that so much of what I've encountered is very intuitive. But the one thing that I'm having trouble wrapping my head around is changing the material. Starting with just the default cube: I found the Materials palette, changed the Base Color, and it's still just a grey-white cube. This seems to conflict with every tutorial I've seen -- the cube should change to match the color. On a lark, I turned off Use Nodes, and then suddenly my color appeared, but many of the other options in the Material palette go away. Turned Use Nodes back on, and I'm back to a grey-white cube. Is this a bug, or am I missing some step?

BTW, to see what I'm attempting, watch this YouTube video tutorial between 7:50 and 8:20 -- what he describes doesn't work for me (color doesn't change).

In my case (M1 Macbook Pro), experimenting with simple shaders with the default cube does not work, but when I delete the default cube and make a new cube, then it works.

You probably have the solid display button on and haven't pressed the render button.  In the video you mention there are several buttons at the top right of the 3d viewport that are associated with overlays and displays like wireframe, solid, lookdev, render, and shading -- note that the render button, just to the left of the shading drop down menu, is turned on.  BY the way, on my 2.8 beta version all those buttons are at the bottom right of the 3d viewport.

The "Render" button is on. The problem I'm having is the same as this (which I just found): https://blender.stackexchange.com/questions/131974/materials-not-showing-in-viewport-blender-2-8-on-macbook-pro

I should also add, the Material "Preview" window shows a mostly grey rectangle. There is just the faintest outline of what supposed to be there (whether its a cube, sphere or the monkey head). No checkered background or anything. I'm tending to think this is a Mac related problem (I'm using an iMac; the other poster is also using macOS.)

Here's a screen shot of the problem: http://www.neopics.com/images/Blender-2.80-on-macOS.jpg


text:
Is it possible to have seamless material blending on two separate objects?
I'm looking for a way to make more seamless joints between separate objects when rendered with cycles.
I've noticed that joining multiple meshes will create a seamless edge, even between different material types. I'm hoping to accomplish this effect without having to destroy non-mesh objects, such as paths.
Here's a demonstration of the issue:

The top left is three separate objects, two paths and a sphere.
In the bottom right, the paths have been converted to meshes and joined with the sphere as a single object.
Here's what it looks like when rendered:

Is it possible to get these more seamless edges without having to join everything into a single mesh?

I was working on expressions with shape keys and kept running into issues where manipulating the mesh of a body would break the face and vice versa. I disconnected the two for more control (i.e. two objects), but ran into this issue again. I figured I'd just fix the edge in post, but happened to notice a difference when adjusting the subsurf value.

Looks like the way light bounces around inside of any given object will generate darker spots where objects overlap. Handy to know for certain effects. It also happens to be the reason for my hard edge issues. (educated guesses here)
Here's a quick and dirty demonstration with four separate objects:

The 'hardness' of that clipping edge is dictated by the level of Subsurface applied. Top two renders have the value at .5, and the bottom two are 0:

Fairly simple once I realized what was going wrong. It's worth noting that a combined group of meshes (single object) won't have this problem since the surface is treated as a whole instead of separated bits.

I never knew those settings. That is one of the BEST I have seen today. Thank you very much.


text:
How to a create a slate roof tile with rough edges?
I'm looking for the best way to achieve a slate roof tile effect in cycles like the attached photo. I'm not looking to create a roof like this just a single panel/tile.
To create the rough edges, I've tried subdividing a plane, selecting the outer faces, and applying a Voronoi texture displacement modifier, but I don't seem to be getting anywhere close!
My attempt so far:

What I'm looking to achieve!

Are you open to sculpting the detail?

you could fake it with a photo but I guess you want real displacement...  ;)

Yeah I was ideally hoping for displacement on the model without sculpting.

I've been staring at your reference for a while and I'm pretty sure it's a render to begin with x)  Looks like one tile repeated and just flipped around sometimes.

@AllenSimpson  Well spotted! It repeats! Or... they could be synthetic  real-world slates..

I would solve the problem with microdisplacement.  I think you're in the ballpark.
My model is a cube that I scaled down on the Z axis and gave some loop cuts to.

Then I grabbed the top and bottom outer edge (in edge select mode) and beveled with a couple divisions.

And that's it, slap some adaptive subdivision on there and head to the node editor.  Set your object's material to Displacement and Bump.

In the shader editor, you can use a Vector Math node to multiply the object coordinates by itself a couple of times and then run that output through a Gradient Texture set to Spherical to generate this interesting output.

You can use a Color Ramp here to define the cutoff between the jagged edge and the smooth plane.  For whatever reason I used an Invert node here, but you can just flip the Color Ramp around.

This is the scale input of your Displacement node.  Multiply it by a value that makes sense(0.04?), plug it in, and put all of this aside except for the Displacement node.

Now grab some fresh coordinates and start with a Voronoi texture as you first suspected.  I've used a Mapping node to squish it on the Z axis which I think is more accurate to the reference.  If you plug this into the height input, and plug the Displacement node into the Material Output we get immediate results because we've already set up our scale.

With some adjustment to the Color Ramp from before, the scale of the texture, and the Midlevel of the Displacement node, maybe this is enough for what you need.
The thing to know to actually use this is that since we're using Object Coordinates if you need to scale the object and Apply Scale, you have to go into the shader editor and make an inverse change to the Mapping nodes.  This is kind of an annoyance and a failing on my end because I gave up on making this work with generated coordinates.
For example, if you've scaled this model on the X axis, you also need to decrease the scale of the X axis on the bottom Mapping node.  Here's a view of how our change in the Mapping node is represented in rendered view.  (This does get fiddly and again I apologize.)

You can, of course, go much further than this.
...And I have...
Around here you start getting some good results.

Just kidding, here's the blend file.

This is what this crazy graph looks like set to Bump Only.

And here's a showcase with displacement and RTX ON.

Every instance of the object is slightly different.

Microtexture in the Bump layer.

"You can, of course, go much further than this ...And I have..." Well played sir :))

Very, very, nice

Thanks so much for this it is incredibly helpful, I really appreciate it :). I'm having a bit of trouble when using a rectangle shape. In your example, you used a square which works great when using the "Spherical" option on the gradient texture but not so great with a rectangle. I tried to use the pointiness from the Geometry instead but didn't really have any luck. Didn't know if you had any further ideas? I realise I was using a square in my blender example photo, I was just trying out to see what I could achieve but in real life, they are usually rectangular in shape.

No problem!  This question made me look at some of my old files and it turns out I needed this as well.  If you mess with the X and Y scale of the bottom mapping node it should move the edges around, and the top mapping node can be used as a quick handle for the other texture scales.


text:
Rigid Body and directional constraints
I would like to be able to 'push' multiple Rigid Body objects up along Z-axis (using another Rigid Body). The trick is that they must only move on the Z. And once pushing force is gone the objects should fall back along Z-location - like gravity but without spinning or rolling.
Using the regular Object Constraints seems to be completely overruled by the Physics.
Currently working in Blender 2.82 and/or 2.91.2 and I found a very nice youtube-guide for Blender 2.76 with a Sensei-add-on (https://youtu.be/7jwqXgdBM_g?t=1170) but I cannot find the same "Dimensions"-options as shown there. I'm guessing the add-on doesn't introduce new features in Blender only a kind of skin to organize and access features quickly(?).
So is it possible to restrict/constrain the movement of a Rigid Body - and how could that be done?

You can do this with Rigid Body Constraints.
The 'Generic' constraint allows you to set up the constrains between two objects to set the amount the objects are allowed to vary from an Angular (rotation) and a Linear (position) point of view. By linking your 'Active' Rigid Body object to a 'Passive' one (that acts as the anchor) you can easily limit the motion.
The settings I used were as follows :

Here the limits on X and Y prevent it from moving in anything but the Z direction and the limits on Angle prevent it being rotated. Note how each is enable/disabled and the Lower and Upper limits set. In my case the Cube was the Active body and Sphere was passive to act as the anchor to it.
To set this up, simply select the two rigid bodies and select the Connect option, specifying to connect as contraint type 'Generic', then select the created empty and setup the constraint as shown above.

Well this looks absolutely promising! Thanks for a fast and descriptive answer. Do I understand correctly that the passive object is not being used as pushing force but only as anchor? I can get it working when using a third object (active+animated) to push the cube (and the sphere as passive anchor, resting out of sight).

Yes - the passive one is purely an anchor and used as reference to constrain the active one. If you already have something static in your scene (such as a floor) then you can use that instead, providing it doesn't move or rotate.

Of course! This will make things much more clean. I HAVE a floor, naturally :) Thanks a bunch


text:
understanding materials (I guess)
I have a mystery.
Rendering my model with a Hemi light (default setting) and a spot (default with slight Light Color change). Both placed above model.
When I render and see the shading calculation(?) I get (correct) shadows inside nostrils.

When final image is done - I suddenly have light inside nostrils?? And I just can't seem to figure out what is doing this? I have SSS on skin but nostrils-area (with marked seem around) does not (anymore... as I believed SSS to be the reason earlier).

Any tips on what this could be caused by?
Rookie stuff, I'm sure, but I guess I AM a rookie. Trying ty improve

Please upload your file to make it easier to investigate.

Looks like you're using Blender Internal, you should specify it in the question. In Internal, hemi lights don't project shadows, so the inside of the nostrils aren't occluded by the head. You can fake an hemi light which project shadow, by adding a dome of spots around your scene.

@thibsert do you mean the render engine (instead of using 'cycles' or 'game')? If so I haven't really begun understanding what does what (and what's good for what)

@Jackdaw - where would I upload it to?

https://blend-exchange.giantcowfilms.com/

@morganF Yes that's what i mean (Instead of "Blender Internal" i should have said "Blender Render"). The engine you're using appears in the Info tab, just between the Scene selector and the Blender icon.


text:
Hair exploding randomly (unwanted)
I have character with hair added. And an animation running 4xx frames. And a hair/particle-system hopping along. And when I bake it it runs fine for most frames but every now and then it freaks out completely!
This happens using Blender 2.77 and 2.79 (same .blnd-file, fresh bakes)
Images here are neighbouring frames. First one OK second one absurd.
I have tried various settings for hair - now I have a version where I only really fiddled with the length. Nothing fancy. Straight out of the box hair.
The hair is added to a mesh that doesn't change at all - except location-rotation.
A possible explanation - PERHAPS - is that I have added the hair AFTER adding motion/animation. Not sure this can be a problem but I am looking for any kind of explanation.

PS. If this is a know problem with a known solution I have googled very poorly on the matter. A lot of searching and reading precedes this question.

try turn of collison modifier.


text:
can i take a texture from blender cycles into BGE?
I spent a while working on the floor for a forest bump map but it wont work in BGE. Is there any way i can make the bump map work in BGE?

https://blender.stackexchange.com/questions/98201/transferring-materials-made-in-cycles-render-to-blender-game-engine and https://blender.stackexchange.com/questions/28328/exporting-cycles-sky-to-skybox-images and https://blender.stackexchange.com/questions/46891/how-to-render-an-environment-to-a-cube-map-in-cycles

yes but i want to keep my bump map.


text:
props are not showing up in BGE
I have been working on my horror game and I modeled my trees, the problem is that the trees don't show up when I start the game. when I finished modeling I copy & pasted the tree into the game.

i have solved it. it was just that the skin modifier was not applied


text:
how do i make a flashlight in BGE
I'm trying to make a horror game and need to get the flashlight to work, but when i use the spot it doesn't show up. I am in BGE, i don't want to use any of the other light sources because they don't give me what i want

https://blender.stackexchange.com/questions/106972/what-will-happen-with-blender-2-8-game-engine/106988

Did you enabled GLSL material mode (Render tab)? Spot lights don't work on Multitexture mode.


text:
Mesh appears inside out
I am modeling the monstercat character but when I look at what I have, I can see the inside of it instead of outside. How can I make the outside of the mesh show instead?

it might be my eyes playing tricks on me

could you put up a picture of your mesh?  Maybe try hitting ctrl-N

the pic is too big of a file

I meant a screen shot.  Is that what you're doing?

im making it for animation so eventually im going to rig it but i figured it out


text:
Blender in Ipad Pro
Is it possible to use Blender with an ipad pro?
I am planning to buy an ipad and it would be decisive to make the decision.
It would be very interesting to be able to use greasse pencil in the ipad pro.
Thanks!

Ipad pro is running iOS not OS X, Blender is supported on Mac OS (OS X) only. But it  is open source so you could build yourself for iOS?

You can use remote desktop, or a cloud service, like this:
https://www.rollapp.com/app/blender

Use duet, available on the apple App Store and from their website. That way you can run blender from the laptop, with the iPad as a second screen. The laptop will do the rendering, and the iPad will be the interface that you control blender from. It’s not free, but a very reasonable one time charge.

The main problem is that an Ipad might not have the CPU power to render that, which is why rollapp is useful, since it does cloud computing.  However, it is also important to note that Blender on rollapp is not free, and I haven't found any other cloud versions that are.

Most ipads have more than enough computing power for blender, some even outperforming their laptop counterparts.


text:
Animating multiple instances of a single armature within a single animation
Looking for some animation advise!
How would one go about animating 2 or more instances of the same object/armature?
ie "Armature_A" and "Armature_A.001", in "Action_A".
Moving "Bone_01" applies to both, but I would need them to act independently.
Is there a way to add a namespace separation?
Is there any way other than to give each bone in "Armature_A.001" a unique name from their "Armature_A" counterpart? That wouldn't be such an issue with only 2, but if I wanted to animate 20, or 200, it's suddenly an insanely gruelling task.

could you please explain, for example with a drawing?

Yes you could do that. The easiest way to do this is by actually duplicating your model and armature attached to it. So you will have ArmatureA (using ModelA) and ArmatureB (using ModelA).
They both need to physically exist in your scene. I usually tend to place them right behind the cameras, so every group/instance/reference/dupli object/particle or animation track that will reference them will not get them rendered accidentally.
So now you go to the NLA, Select ArmatureA and do animation in the graph editor. On the NLA save the animation clip.
Now, when you want to apply that animation to ArmatureB,  it will accept it only after you freeze the clip (it's like making a new fake user material or a new + material). Once you have created (frozen) your NLA track, on the property name of the stored track, select your ArmatureB. Now it should move.


text:
Grease pencil vector export
Is there a way to export the new and wonderful grease pencil in any vector format. This would be so nice for logos and graphical stuff!!!!


text:
Can't Unlock from Constraint Z Axis
I am a very big noob at Blender. I make GFX for a game called Roblox, and I am currently working on a project to help a friend learn Blender. As shown in the picture, I was able to get the arm to bend by going to the Local Z axis, but when I was on a Windows 7 laptop, I didn't need to. The Z axis won't unlock and I am very confused.
https://gyazo.com/3a9e457e412c9996ab8b4173993577a0

what version is this? pls use the latest version if you want bugs and errors fixed!

It's not the windows dude, maybe just keyboard binding.
If you are trying to animate something would recommend to look if the model has bones (armature(right upper corner list)), if so check if skeleton(armature) is in Rest position,
click on Pose Position. Then just change object mode to pose mode & should be ready to go.
Cheers.

There was no armature in the Blender list. There were different parts, but no armature or skeleton there. The GIF shows what I see.
https://gyazo.com/f4d3fd61458673e5f23647c465831396


text:
the mesh is still snapped even i turned off snapping
i have been following YanSculpts' tutorials and had issuses making eyelash.
after i made vertex snapped on the face mesh with snapping on face mode, and then tried to extrude the edge. but when ive done it, the face itself was still snapped on the face.

It looks like you have a shrink-wrap modifier on your mesh. It's not uncommon to use that when retopoing.

OMG it was!! I totally missed it... thank you so much


text:
Bending / simple model with material
I am trying to do a relatively simple thing but can't make it, so if anyone is willing to help, here is the problem. Have in mind that I am very new to Blender (5th day:)

It's a foldable paper gift box model that consists of two parts (attch img). You arrange them in cross flat on the surface and flip all four ends locking them together pulling the ends of one through the slots in the other.
I would like to bend the two parts and apply material that I can change when I multiply the model. But, it is falling appart - the outline that is imported from ai has some holes where material is not showing, I can't manipulate the parts in such a way to get the shape that I need and so on.
Can anyone help?

enter image description here

Do you just want to recreate the same in 4th image?

it is not clear what you are asking. Are trying to animate the folding process? Model the folded result? Deal with the horizontal gaps in the textured mesh? At this point I would recommend uploading your current .blend (use File->External Data->Pack All into .blend first) https://blend-exchange.giantcowfilms.com/

I am trying to model the gift box in the 4th photo and apply material to it. Problems I have - I can't fold the that one piece in this way / if I brake it in pieces, I lose some surfaceses and material on it.


text:
Real head modeling enliven grandfather
Hello is there any good tutorial for real head modeling in blender 2.8 i would like to model and enliven my grandfather from old photography. Thank you very much

https://cvl-demos.cs.nott.ac.uk/vrn/index.php

Next time please use the blender artists forum for this kind of questions. https://www.youtube.com/watch?v=86JiuZpbi_w


text:
My render viewport doesnt wok
guys, I rendered just a scratch scene with a cube, there is no problem. But with a render of my built scene, there is not possible to gain any render. I tried default setting... but still not working. what is my scene about? There is a suburb with perhaps 20 buildings made with GIS just low poly boxy ones and in the center, there is a small garden parcel with green grass and one tree. The whole scene is white with the HDR surrounding only grass is colored and the tree textured. To have leaned grass I used a wind.
Do you have any ideas about whats going on? Thank you.

Hi. The 'blender-internal-render-engine' tag relates to the Blender Internal render engine (present in blender 2.79). Is this the render engine you are using?

Yes, it is. Everybody told me to use open GL updater but, when I open blender with the default cube in the scene and hit F12 I have immediately rendered cube. My created scene at all. I can not find out what's going on. Thanks


text:
Disabling Indirect Light in the Cycles Render
I'm trying to create an image with local illumination only.
The scene I'm working with is the 'Class room' scene available here: https://www.blender.org/download/demo-files/
It uses the Cycles Render which I am not very experienced with. Switching to a different Render appears to screw up all the scenes materials and textures.
A full render with the preset settings yields a nice and detailed picture:

Now I want to render this same scene with direct light and hard shadows only using the Cycles Render. Soft of like a Phong shader would do plus shadows. In this style:

I've attempted setting the amount of bounces to 0, like so:

But this appears to only change specular reflections on metallic or glass surfaces. This is the result:

I want zero additional light bounces, meaning no indirect light or inter-reflection. All surfaces not visible to a light source should be completely dark.
Anyone know how what the easiest way of achieving this is?

Setting diffuse bounces to 0 is the correct way to achieve what you want. Setting glossy and transmission bounces to 0 as well is unnecessary, it just produces black metal and glass, and the like.
The reason the resulting render doesn't look like the Cornell Box example is because the lighting is different. There are multiple light sources, some of them very large in area. (the windows, in particular) This create diffuse soft shadows and light from many different directions. There are very few places in the scene that do not directly face at least 1 light, so disabling indirect lighting still gives fairly smooth and realistic-ish lighting. In the box example, there is only one light, so any area occluded from it is in solid shadow.


text:
Brush is blocky and noisy to sculpt with despite quite low dyntopology detail value
Image shows a tutorial I attempted to match with my settings, and yet still couldn't find a way to naturally sculpt the mesh without making it increasingly blocky.

You can add the image here. I would ask if you have increased the dyntopo resolution first, this seems to be really low like 12.00 or something.

It was on 8.0px, to match the tutorial on the left which had a much better result from what looked like the same settings.


text:
Issues with combining meshes
So I have been joining meshes and for some reason when I join a mesh and a hand mesh. The hand mesh gets all messes up as you can see in the second picture. But when I combined other meshes together in the same project it worked just fine even with armature but not with the hand mesh I made for some reason...

To join meshes ideally they should have the same scale (set to 1:1:1 with Ctrl+A -> Apply Scale) and there should be no modifiers active (under the Wrench symbol on the right). Maybe one of these is causing issues?

Your a life savor. Thanks man:) My other account was shut down because the q wasnt good enough but Im glad you could help me:)


text:
Why Do My Objects Render Without Materials? [Ceramic]
So, I'm trying to make some ceramic (copied some nodes from online) objects for a practice project, but I can't get it to show up when Rendering. I tried to simplify, just apply it to a sphere, but I still can't get it to work.
I'm still pretty new so any help would be appreciated.

It looks like your scene doesn't have enough lighting to make your sphere shine. I would suggest using an HDRi or adding some more lights to your scene.

As Ashutosh said, you need to put some light sources in your scene so that you can see the glossiness of your object. If I create a floor and put two planes with an Emission shader material, it seems like your nodes organization works.

Thanks for responding! So I understand where I went wrong, but shouldn't the sphere be coloured white? I thought colour information is included with material information. Or do I also need a texture (or something else)?

I'm not sure what you mean, your sphere is colored white, if you look at your nodes your Subsurface Scattering node, your Diffuse node and your Glossy node are white. It appears grey on my screenshot because the emission strength of my planes is low.

... it also appears darker because the environment color is set to a dark grey @moonboots.


text:
Blender 2.8 select a part of an edge loop
In Blender 2.79 I was able to select a part of an edge loop selecting one edge and then with CTRL and click on another edge. With this method Blender was selecting the edges in between.
I was not able to find out if this has changed in 2.8 (i know this is still beta).

It still works.

I think you should try Shift + Click to select edges Ctrl just makes the selection faster.

@WhatAMesh  Thank you guy's. I realized that an add-on is creating this behavior!


text:
Wrapping a text to a bend area
I want to bend a text object to a bent plane as shown in the attached picture but I do not know how to fulfill it. Any good hints, tutorials?
Many thanks in advance.

Do some research on the Shrinkwrap Modifier

See https://blender.stackexchange.com/questions/48823/deform-object-after-another-object/48841#48841

Thank you guy's! I'll give them a try!


text:
How do I get rid of white spots in hair particles
I am using two hairs particle systems and get these these weird white spots from the hair particles? I'm using the principled shader for the hairs and don't use any denoising when I render. I tried using higher sample count but that doesn't make it go away. Does anybody know why I get these spots and how to get rid of them.

R U talking about the fact that the hair looks like wolf hair or something and not plain black?

@ZargulTheWizard no I'm talking about the weird white spots as if the hairs got little cuts of space.

Oh, that? Those gaps in the hair are actually physically there, so if you want to get rid of them, you need to turn up your render resolution: the holes are really there.

yeah, the hairs are passing in front of each other, creating little spaces that are visible. They become more noticeable on lower resolutions, because each gap (which would be a few small pixels) is now a couple of larger pixels (in an attempt to keep them there for detail's sake). Up your resolution and it should help. Some anti aliasing should help making it look less 'harsh'.

Thanks guys, I'll try to fix it


text:
Bake a Displacement map from a cylinder object
I have this twisted rope created from a bezier circle with modifiers. To reduce the overal poly count I want use discplacement map for this. So my question is how can I bake a displacement map of this object so I can apply it to a simple cylinder?

Hello :). A displacement map probably won't help with polycount that much. But a normal map could work really well in this case.

Hi Jachym, I'm probably going to use these objects in another renderer and for that reason I'd really like to learn how to make a displacement map out of this.

Search for highpoly to lowpoly like here https://blender.stackexchange.com/a/88700/2214

Since you're baking scalar displacement from a cylinder, the set-up isn't too bad.. the illustration below shows the rope shaded with its height-map-to-cylinder.

Assuming your rope has its object Z axis straight up its core, with this tree, you put the radial distance from its surface to an (imaginary) cylinder, in this case with radius of 0.65, straight into the strength of a pure-white emission shader.
Put the UV unwrapped low-poly cylinder in the same location as the rope, at the world origin, and bake the emission from selected (the rope), to active (the cylinder) Bake into a floating-point format, 16 bits will probably do.
Then the baked map can drive a Displacement shader for the cylinder:

The cylinder, displaced, is on the left, next to its baked height-map, and the original rope on the right.
It is possible to bake Vector Displacement .. it gets a bit more complicated, with an intermediate map of World-Space positions baked for the Hi-res object, from which positions of the Lo-res object are then subtracted, and baked again, into an exactly corresponding UV map.

.. although, as you can see, in this particular case, a procedural wave texture would do the job without baking an image.

Hi Robin, what node did you use for Length node? I can't seem to find it.

It's one of the options in the Converter > Vector Math node, sorry, I should always remember to clarify that. I will edit, once you've got it working, if you try it, and nothing else has come up, that's not clear enough.

Thanks!. I've added the nodes and had to increase the substract value to make the black/white colors visible. But for some reason the top and the bottom of the twisted object now has a white glow.

The projection is radial, the caps should just follow along, without any displacement of their own.. I wouldn't bake those.. or make sure they are pitch black. But there will be a problem for the renderer, generating the geometry to go over the sharp corner.. there would be with any map. If you don't mind a bevel to the caps, or rounded ends, model them in before the bake, that might give the renderer a hand.

I think I didn't explain it well. Here is an image which shows the problem with the glow at the beginning and end of the high poly mesh. -> https://i.imgur.com/JLM25gh.png

I think that's the sudden interpolation of normals between horizontal and vertical, a smooth-shading artefact... (my ropes don't have ends, so np). afk atm,  you've got to introduce some kind of bevel.. smoothly reduce radius / profile top and bottom. Or, what does splitting normals (Autosmooth) do to it, if anything?

Highpoly to Lowpoly

Add Cylinder (lowpoly) at the same place as rope (highpoly) and Unwrapp Cylinder
Add material - the only one thing that matters is add Texture node (New) and keep this node selected
Under Bake choose Bake Type and enable Selected to Active
Select highpoly (rope) than lowpoly (cylinder) with Shift
Bake

Bake Normal
With Cycles you can bake Normals (not Displacement)

Bake Displacement
To bake Displacement you would have to download 2.79 and use Blender Internal (BI) engine that has this feature. To let Blender know what Image texture to use - switch lowpoly to edit mode, select all vertices, go to UV/Image editor and press New (to generate image). Blender bakes into image actually used in this editor.


text:
Weird lines with curve modifier
I'm using the curve modified to bend an object on a curve. But for some reason the mesh of the object gets weird lines on the object. I've also tested a simple deform bend modifier and the object just looks smooth. Any idea how I can fix this?

Try to increase the curve resolution

@lemon that worked thanks! Do you have any idea how to make the child of the object curve along with it's parent?

You should indicate how is this child and eventually ask another question about it. Don't see clearly what you mean here.