text:
How to prevent shadows from highly metallic principled BSDF despite turning them off? (Cycles)
I have a plane with a material I like.

However, despite turning off the shadows of the other meshes via the object properties, I still see a shadow/(reflection?). How can I turn it off? and why is it still casting a shadow?

Is it a shadow or a reflection? To turn off visibility in reflections, disable Glossy. But when you turn off the meshes being reflected on the plane, then I doubt the Metallic part will still contribute much to make the material look good.


text:
How to preserve color saturation with high transmission BSDF (Cycles)
I am using a Principled BSDF to have some transmission on a pane. However, the transmission causes the colors to lose a lot of saturation.
The colors are I'm interested in (this uses no transmission).

As I increase the transmission, I lose a lot of saturation from the color palette. Is there a way to enable transmission such that I do not lighten the image. (Cycles)

https://blender.stackexchange.com/questions/53359/how-do-you-make-an-image-emission-without-washing-out-the-image https://blender.stackexchange.com/questions/58272/making-an-emission-shader-emit-a-different-colour-of-light-than-the-colour-assig

source: Stack Exchange

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

sort: votes


text:
Blender 4.1 : Camera to Viewport, changing Scrolling Step size?
I cannot find the option to change the step size when scrolling when locking the camera to viewport. Right now, the step size is too big. I would like to reduce this step size. How can I change this option?

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


text:
Blender 4.1: Why do I strongly see the triangulation on the opposite side of the normals? (cycles)
I have a parametric surface in which for some reason I strongly see the triangulation on one side of the normals. How do I make this surface look fully smooth? I tried the subdivision and triangulation modifiers without too much success.

It turns out the Add more objects add-on seems to mesh both sides of XYZ functions (parametric surfaces) which caused this issue. It was resolved by just removing the faces on one side of the surface


text:
What is wrong with this mesh?

As I move the edge closer to the X axis, the mesh appears to have a bad topology. How can I identiify the issue and fix it?. The expected behavior is to have this mesh look like a Z

Looks like you might have doubled verts or overlapping faces, or non-manifold edges. Can't tell without seeing the model itself. I would run through the gamut of Merge by Distance, Select > All by Trait > Non-Manifold/Loose Geo etc > Delete, and so on before doing anything else.

So I think it might be because I manually added edges between vertices using "New Edge/Face from vertices" instead of "Connect vertex paths". Do you think that could be it?

Yeah, New Edge/Face from verts is like pressing "F", while Connect vertex paths will try to find the shortest distance between the two verts on the same mesh and add verts/edges that cut through and connect them together.

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


text:
How to export obj line elements from edges?
According to Wikipedia, Line elements can exist in .obj files.

l v1 v2 v3 v4 v5 v6 ...

I have an existing mesh in Blender and I would like to re-export it as an .obj such that it also contains the line elements section based on the edges I have selected in Blender.

The fact that the OBJ standard supports lines doesn't mean the Blender exporter can actually write them, and as far as I know it doesn't. Also if it does it is probably not be based on transitory geometry selections, you'd most likely have to have a separate geometry for that.


text:
Adding loop cuts without unwanted details
I just get into blender modelling and have a mesh/topology question/problem which I accounter currently quite often and want to ask you how to resolve it. In the first image you see my current mesh with a subdiv:

Here without the subdiv to better reveal the mesh:

To get a sharper edge, I usually would introduce a loop cut like shown in this image:

However as by nature of the loop cut I also add more polygons/cuts in the mesh where I do not need them, or also do not want them (shown as red crosses in the image). This extra lines give me often sharp edges, where I do not want to have them. Is there a way in this situtaion to get a clean edge in my mesh, where I want to it to be (green arrow) to get a sharp edge in my model, without using creases? How can I fix this? Is there a way to avoid this situation at all?
Thanks a lot!


text:
How to make 3D models for a game that looks high-poly but has a low poly mesh?
I'm new to blender and have followed a bunch of tutorials for the last few weeks. I've gone from knowing nothing about 3D modeling to been able to complete the Donut tutorial by Blender Guru, with some awesome results.
The reason why I wanted to learn blender is because I wanted to make a skin for my favourite game called Depth. And of course I didn't just wanna re-texture an existing model, no I want to make a whole new model becasue me I guess...
Making a model wasn't the hard part and I managed to make a model that I'm really liking. However as I ventured down this path I soon realised that I have to take the poly count to consideration...
I've talked to a seasoned skin maker in this game community who told me I need to "quad draw" in order to make a low poly model and then somehow fuse the low with the high poly model. Sadly as he's not using blender himself I couldn't get more help than that. Found It hard to find good tutorials on this subject specially those that use blender, so my question is:
Anyone who knows good tutorials that have a detailed information on how to make 3D models made for games and what I need to do to "quad draw" and fuse models together?
Additional question while I'm at it. For this game I need to export an FBX 2014 file. are there any addons that allows me to export this version of FBX?
Thanks in advance for any help or responses!

hi :) You need to be looking for tutorials for Baking High poly model to Low poly model, This process will give you a Normal map texture. Also look for Baking  textures from the high poly model to low poly model. Lots of new things to learn.

From what understood from this guy I've been talking to theres a lot more than I expected but I really wanna learn so I'm ready to put in the work. I will look into that thanks for the reply! ^^


text:
Out of ideas - Is there a way to roll a string on a spool?
I can't find any answers or solutions that match what I need.
Think of a roll of toilet paper - and as it's rolling, the spool fills up. I need that, but it needs to be string, so it would fill left to right, and look organic, with the string rolling from the bottom.
Are there ANY ways to do this?

https://blender.stackexchange.com/questions/116608/how-to-make-a-rope-winding-animation
There was another question like this before, hopefully this helps

Yeah but I don't want to show the string flying around. Thanks.

here I gave an answer that may inspre you but it was not made with physics: https://blender.stackexchange.com/questions/183182/animating-wire-cable-rope-wrapping-around-a-cylinder   here a tutorial for physics (in french but wit subtitles) but I think it's same as Alex method: https://www.youtube.com/watch?v=-S2_Mrkh6eU

I will warn you. If you are attempting to make a very long string and have it be a self colliding object, you will need a very strong computer. I would start with a "noodle." By this I mean just one curve straight curve and then slowly add more and more vertices.
To start setting up your scene just add a plane and scale it up 10. This is just a preference for the size, but you should have something that it can fall on. Next, you will need the "spool" but you could easily just use a cylinder to test how your computer runs it. Next is adding your actual string. Add a curve path and put it above so that it can fall on your cylinder. I would subdivide this curve at least twice.
Make the plane and cylinder to collision in the physics body editor. Set the curve to "soft body" and uncheck "Goal." You might want to increase the thickness of the curve, go to the  "Object data properties" panel and under the geometry tab, increase the bevel depth to something like".01" or ".02". You can play around and see what you like
If all of this has worked for you so far, you can start to increase the complexity of your scene and the complexity of your path. Subdivide stretch and shape your string. And that should be enough to get you going in the right direction.

Wow thank you so much. I will try this method. I was going to do a screw array and just have a invisible box move from left to right unveiling each new 'loop' on the spool. I will try this and report back.

Yes - the string was just too much for my computer to handle. The unveiling of each circle of new string was rejected since they want it to be more realistic. Is there a way to do this other than the suggestions?

@artmajor1 does it need to be colored? Give us more information on what you want the end product to be like and I can see if I (or anyone else) can give you a better-personalized answer

I'm in a nightmare stage right now. It won't even animate correctly. The fluid motion just falls through the cylinder instead of wrapping around it. The animation plays back fine watching it regularly, but as soon as I press render animation it goes haywire.

Could you show me what you mean? It falls straight through? Keep in mind that the vertex collision is how the simulations work. If you have too many the animation will slow down, If you have too little it won't collide. What do you mean by "it goes haywire?" Does it glitch out?

Could I possibly send you the file?

You could post it here. Upload it using some permanent link. Like Mega .nz

Ok great I will do that and let you know when. Thank you.


text:
None of my dimensions never come out the same size? (Units-Inches)
I have certain dimensions and measurements that need to be applied to an object. The height is 79 inches.
Whenever I add a cube and go S-Z-79-ENTER, the sizes are never correct.
As you can see in the screenshots, I have one modeled cube that was entered as 79, then once I added another it's so much smaller.
What am I doing wrong?

You are scaling the cube, not changing its dimensions.
When you scale an object, its dimensions are multiplied by the number. So your dimensions are not 79 inches; they are 79 times their original size.
To set absolute dimensions, change the numbers under Dimensions.


text:
Make specific color in a texture transparent
I am working with very old model files that have BMP textures. The designers did not use a transparency in the textures or a separate alpha b/w texture. They used a specific color value that was then removed by the engine to create a transparency, similar to a chroma key. In this case, all textures used a bright purple/pink color.
I cannot modifying the original texture images by converting them to PNG and add an alpha. I would like to figure out how to do it all in nodes.
The goal is to have this value keyed out and transparent. I have been messing around in the shader editor and cannot figure this out.  I've also been looking around online and in this forum, but the only search terms I can think of are chroma-keying which only results in Compositing results, which I don't believe is what I'm looking for.
Here is an example of the texture (its very small) and it's context:

Any help or direction would be much appreciated!

This may not be possible in Blender. Use external dedicated software.

looks like its very much possible @Lukasz-40sth! phew!

@Lukasz-40sth Name calling and personal attacks will not be tolerated here. Your previous post had already been removed, mind your attitude

I should mind it? I was attacked with this "phew" and it's him whose comment should be deleted.

It's possible there's a language barrier happening.  "phew" in the US is an expression of relief after being concerned.  You said it may not be possible to do this. I received a bunch of good answers that all worked. I was expressing: "I'm so relieved I could do this inside Blender like I had hoped. What a relief! (phew)" Hopefully that's clear!  Here's an example of "phew" in practice by an American president: https://gph.is/2pbOBPQ

I didn't know that. So we have another difference between UK and US. Quite significant one as most dictionaries say it means disgust, similar to Polish Fuj! pron. Fooy

i didn't know that. glad we sorted that out!

You can use a "Mix RGB" node set to "Subtract" and invert the resulting mask to get your alpha value.

Note : "Compare" node is a "Math" node with the operation set to "Compare"
Note : "Length" node is a "Vector Math" node with the operation set to "Length". Why it is important.
Result :

You can tweak the third input of the compare node if your magenta isnt pure, to add a threshold. This will also progressively get rid of colors that are closer to the input color. Example :

Also real-life example (Green screen) :

Oh man, this is amazing :). It works just like color range command in Photoshop. Already saved it as a node group. https://imgur.com/vkKX4Na

@JachymMichal Nice ! Do you plan on plugging something in your color ramp when using this ?

Not really, I just used it as a slider. Anyways, nice Sméagol :).

love this answer.  honestly, i love all these answers. seeing the same thing achieved different ways is such a terrific way to learn.  I used your approach, but i also changed my texture's interpolation to CLOSEST instead of the default linear. it kept the hard edges on the key

You could simply push the contrast of your image with a ColorRamp and use this as a mask between the original and a Transparent node. As suggested by Jachym Michal, when using Principled BSDF, just plug the ColorRamp into the Alpha input.

Great answer :). Also, when using Principled BSDF, just add a colorramp https://imgur.com/l4JhuKn

Use cycles, does not work in eevee.

@node in Eevee you need to go in the Materials panel > Settings > Blend Mode > Alpha Blend instead of Opaque, is it your problem?

got it to work in eevee too,, blend mode / alpha clip .

Based entirely on Gorgious' answer, I've put together an easy-to-use nodegroup.
It's similar to Color Range selection in Photoshop.

Pick a color to select
Adjust the color Range
Invert the colors if needed

It outputs a black-and-white mask, useful as alpha or fac input.

No problem, have a nice day :)

@Gorgious 's answer, because of the implicit conversion of color > scalar, compares the luminance of the colors (using the higher tree below). It selects the colors in the middle, highlighted  B/W band in the illustration, when compared to the mid-green:

Although, as he shows, this works perfectly adequately, for accuracy, you may want to compare the 3D distance between the colors in RGB space by introducing a vector math Length node, (as in the lower tree,) which selects the colors in the bottom B/W band.

This is awesome ! All the answers could benefit from it. The "correctness' of the spectrum mask brought by the length node is indeed invaluable when dealing with compressed images and random colors shifts start popping everywhere. Thanks for the tip ;)

@Gorgious Phew! I thought I might be being undiplomatic .. To be fair to you, there are places where, despite having a wider/more scattered spectrum, Luminance might be a better discriminator.

Don't sweat it :) I think only dummies get angry when someone corrects them, especially on the context of this site... Have a nice day

Pure purple should be RGB(1,0,1) so you can make a mask with Math node, Greater Than operation. Red value should be greater than some threshold value and blue value should be greater than some threshold as well so they should be multiplied:

In this particular case you probably do not want to use anti-aliasing since it will not work well with this technique, so maybe set interpolation of the texture to "Closest". The sample texture could work anyway, but if you have more colourful textures, keying the purple might become an issue with other types of interpolation.

You can have anti-aliasing and transparency and use only nodes, but that won't be a small node tree.

Original image, linear interpolation
closest interpolation, background removed similar way as other answers
linear interpolation, otherwise same node network as 2.
monster node network emulating linear interpolation, screenshot would be unusable, check linked blend file

My recommendations, in order:

reevaluate if you really need to not convert source files,
use closest interpolation,
check if you maybe could somehow do the conversions in python in blender in a way that meets your constraints,
or emulate interpolation mode you want using monster node network

also, the advantage of emulation is you could use weird interpolation mode that blender does not have normal way


text:
how to remove unwanted mirror effect in a particular part
Dear all I am drawing a 3d image, and while drawing the face of the character I used mirror effect. But as the body of the character is not similar how can I remove it

By drawing do you mean sculpting?

hello, your question is a bit too vague, please show some screenshots


text:
Losing surface texture after decimate
I am a complete noob when it comes to blender and manipulating 3d objects in general, so please forgive my ignorance.
What I'm trying to do is import a 3d model into Tabletop Simulator.  I have a wavefront .obj model that I would like to import, and based on tutorials I have watched, used "decimate" to reduce the number of triangles in the model, since Tabletop seems to only support about 7 or 8 thousand "Tris."
The model is apparently ginormous*, because Tabletop Simulator won't even try to load it unless I scale it way down and then decimate it. Once I complete the decimate operation, setting the ratio to about .06, I lose a lot of the surface area of the model.  I end up with a model that has a large portion reduced to a "mesh" without any actual surface texture.  I am able to import the model into Tabletop Simulator, but the "mesh" portion is missing.  The model is missing body parts.
From other tutorials, I think I have to unwrap the "UV" (somehow) and then "bake" (somehow) a new texture on to the mesh.  Unfortunately, the tutorial I was using as a guide uses an old version of Blender, and the interface for 2.8 is completely different. The fact that I barely understand the lingo doesn't help much, LOL!
Anyway, if anyone has the time (or patience) to point me in the right direction, I would really appreciate it.
Thanks in advance,
Tim
*The wavefront model I am using was created was exported by "Cura" which I have been using with my 3d printer. I purchased the model from Heroforge.


text:
blender 2.81 strech the mesh in pose mode after parent object with bones
I build a human and then used the human meta rig, parent by auto-weight. Then go to pose mode to test the rigging, the mesh do move with the bones but some bones strech the mesh too much, for instance: the arm bone that connect the arm and the shoulder, as I move that arm bone, the entire arm mesh got streched very long, the spine bone connect the leg and the spine, as I move that spine bone, the entire human mesh got streched long, and some part of the human mesh just don't move with some bones, for example, one of the spine bone in the middle of the spine, as I move this bone, the cape I made for this human does not move with it.

need waaaay more information, screenshots would help.
One quick thing to check: open the console and see if there are dependency cycles in your armature (Window -> Toggle System Console (Windows)) on mac and Linux, it's the default way to open any console.

What's your question? This is a Question and Answer site: https://blender.stackexchange.com/help/how-to-ask


text:
How to apply rigid body animation to frame 1 in Blender 2.81
I am trying to create a Pool Game animation. I have managed to create this so far - Animation
I am using rigid body physics to simulate the game and animating the cue ball. I has worked well, but after I try to animate the cue ball for the 3rd time, the entire set of balls is messed up and rigid body simulation does not give the same result as the last frame of my finished animation.
Is there a way to reset the world, apply the transforms to all the balls from simulation at frame 1 and start animating the cue ball for every shot?
Is there any other way to finish this animation and pot all the balls?

Found a solution after searching for hours-
https://blenderartists.org/t/locking-down-freezing-rigid-body-positions-after-sim/591104/10?u=bharat_justa


text:
Physics simulation without the objects falling down
I am trying to apply rigid body physics to objects but do not want them to fall down when the animation is playing. They should stay in their positions but react to other rigid bodies. Please refer to the video for an example. I wonder if something similar can be achieved in Blender. Thank you!!
https://www.youtube.com/watch?v=lZo8rFPOQ14

If these RBs are already constrained to the central sphere, just set your gravity to 0.

Thank you Nathan. That's seems to be an interesting solution. Let me try to experiment with constraints.

You can use rigid bodies and force fields:

Give your sphere a Physics > Rigid Body, Type > Passive, enable the Settings > Animated option. Create your small objects, give them Physics > Rigid Body, Type > Active. Create 2 Force Fields or more at the same position as the sphere, like for example a Force Field > Force and a Turbulence, parent them to the sphere. Give them highly negative Strenghts. Animate the sphere. In the Scene panel cut the Gravity option, and under Rigid Body World > Cache make the simulation begin before frame 0 and click on Bake.

Amazing! This is a very interesting solution and it works too. Thank you very much @moonboots.


text:
I am facing issue of volumetric effect in blender 2.8
Volumetric light not working in render evee and cycles but fog is visible in viewport. When i render it solid color appear see imagesviewport

Maybe look in to compositing editor, there might be something wrong there.

Hello :). The plane with your particle system is disabled in render (check the camera icon).


text:
How to get back parent with empty
I have a big empty parented to all my model, There are several small empty for window door etc. I forgot to select the small empty and parent to big empty. What i did is i selected my complete model and the big empty and parented. Now when i try to clear parent the big empty is separated but the small empty not link or not parent to the empty, I want to get that small empty back to work, Any suggestion.
Video

if you want the small empties to be children, select an empty then Shift G > Type and it will select all the empties, select the big one at the end to make it active and Ctrl P to parent

@moonboots: I think he knows it now ;) i think he wants them back because he unfortunately deleted them by parenting all to the big empty ;)

Ok, I'm not sure to understand the initial question actually  ^^

@moonboots I know i can parent the small empties to big, but when i was parenting i forgot that, And the small empties are available but they do not work, If i remove parent from the big also the small are now individual working not like parent before they used to like group.

I think then you have "destroyed" all your "little" empties functionality because every object can only have one parent. If you "overwrite" the parent with your "big empty" (because you assigned your model/objects to this) the "small" empties are not assigned anymore and useless.
I hope you have an older version from autosave which you can reload. If you didn't save, maybe CTRL-Z (undo) will help you.

It long time i have saved, No more ctrl+z will work, I dont have autosave also now,  Yes it destroyed all my little empties. Any other suggestion,


text:
How can fix the M6 screw in the hole
With reference of the answer

I tried to scale 1/1000. But the M6 screw does not fit in the 6mm hole.

Whats going wrong or how can i fix. So the screw and bolt fix in the hole with accurate measurement
video

Two things are not right :
1: In your Video it shows that you have Added a M3 bolt instead of a M6.

2: The diameter of the hole is way to big (9mm). Note that the diameter of the bolt in the image below is after applying the scale.

The "fix" is, when adding the bolt choose the correct size from the Operator Presets options :

......and correct the hole size in the model.
You can check dimensions in edit mode by enabling the Measurement option from the Overlays drop-down menu. Very important is to first Apply Scale in Object mode. ( Ctrl+A to open the Apply menu then choose the Scale option ).


text:
Why image as plane not giving transparent result
I want to add a decal to my model. With the image as plane addon. Imported image as plane and added subdivision modifier and shrink wrap modifier. Why its giving black shade or color, The image is transparent and the node are default from image as plane addon. Rendering in Cycles.

Any suggestion whats going wrong, why im not getting transparent decal. Thanks

it may be a problem of overlapping faces, using a Shrinkwrap is probably not a good idea, if you want to stick a decal, do it in the material

@moonboots how to do it in material?

you need to find a tutorial that will explain, for example: https://www.youtube.com/watch?v=NPbAIf5HbJI

one way to avoid this is to go to the shrinkwrap modifier and set Offset to a very small value, so that the decal is barely above the surface of the object.


text:
How to have auto uv and texture size
I have image texture of 1x1 feet, and i want my uv to be exact same size. I do not want to scale the uv to adjust. any suggestion or help or any addon can do it. Thanks

This looks more like a request than a question. but i'm not 100% sure

In what sense (assuming it's not physical) is the texture 1x1 feet? What attributes of your image define it to be that size? Are those attributes readable?

A texture is an image which has pixels. It has no certain size in feet unless you print it (of course there might exist information like dpi in the image's metadata, but that doesn't really matter for display on screen). The UV layout is normalized, going from 0 to 1. It has no real world size at all. It has the XY coordinates (0, 0) on the bottom left corner of whatever image you open in the UV Editor and (1, 1) at the top right corner.


text:
How to have blur edges?

with the above node reference, i try to blur the edges. But not getting the same result.
Below are my nodes

Result - not having blur edges.
Any suggestion or help how to get the above result. Thanks

could you please pack your images and share your file (only keep the useful objects)?

First of all: your Transparent BSDF is plugged in the bottom socket of the Mix Shader, which would make the center of the plane transparent... but maybe that's what you want? The next thing is, your question lacks information: is this Material Preview or Rendered and are you using Eevee or Cycles? Oh, and one thing I forgot: you are using the Object texture coordinates for the Gradient Texture. I cannot see the origin of the plane, is it in the center of the mesh?


text:
How a CUDA works
I have activated CUDA. Im having 24GB RAM for my system and 2GB NVIDIA Graphic card. Is CUDA a GPU rendering, that means it will render with 24+2 GB RAM or just 2GB NVIDIA Graphic card and CPU means it will run on 24GB only. I want to make clear how it works. Thanks

https://docs.blender.org/manual/en/3.5/render/cycles/gpu_rendering.html#gpu-rendering

"If the GPU memory is full Blender will automatically try to use system memory. This has a performance impact, but will usually still result in a faster render than using CPU rendering."


text:
Why texture is seen?

I have 2 image texture but the below image texture is not connected and its .png transparent file. How the image is seen without connecting,

Maybe you are in Solid mode and in the Viewport Shading you need to select Color > Material instead of Texture (which will display the selected Image Texture)

My answer to this question here: UV Grid appearing as solid colour explains in a bit more detail how the Viewport Shading options in Solid mode work... because I assume just as @moonboots does that you are using Solid shading with the Texture option.


text:
Creating an emission texture image from a "normal" image
I have a New York skyline image that I want to use as a background texture image.

Here is the .blend:
I currently can not control the emission value for the individual "lights" in the picture, so is there a way that I can? Using an image for the emission factor would be optimal.
In rendered view with emission node setup for image:

What do you mean "individual" lights. Do you want to control separately light from sky and buildings or specific window?

That's what I want to do.

You would have to be more specific what do you expect from final result - what do you want to achive with that (some mockup image would be helpful).

Here's one possible way to do what you want, if I understand your request properly.

The mix shader on the lower left is just the one that comes from the Images as Planes addon. That could just as easily be the direct Color out of the Image node. What I'm doing here is crushing the darker areas so that the image is mostly just the lights and the skyline. This goes into an Emission shader which, by use of the Is Camera Ray output as the Mix Shader factor, lights the scene but doesn't change the appearance of the image.

If this isn't what you're looking for, please update your question to give more information.

There is many possibilities to do separation, but also with so many limits, that make it almost nonsense.

First limit is 8bit depth of your JPEG, should be 32bit like Open EXR. 32bit gives you much wider color range (especially to separate sky).
Second limit is bouncing light that make it totaly impossible to separate all indirect light for re-lightning make looks "normal".

Light (color) can be separated by intensity in material like with Power node or by color that is better to work in Compositor with all the Matte nodes or manually by masking some areas. But as I wrote one light contaminates other so there is no simple way in this kind of image.
It always depends what do you want to achieve.

I decided upon using a color ramp to control the emission factor, and a RGB to BW node to the colorRamp from the image. Thank you though!

Object Material
Simple control of emission without affecting source appearence.
Quite surprised how light wrapped Sphere just from front direction.
But object is not lighted from front (black faces in center), because there is not any light behinde camera.
(Same seen in Electric_Wizard's answer).

World Material
You would probably want to use the image as World material mapped for Camera window (Texture coordinates > Window).

Illusion of environmental light you can quite quickly fake by extending original image by mirroring and a bit of repainting to eliminate sun light from backside (to create like 360 panorama image). Since its just for envi light you don't have to care to much.
Camera Properties > Lens > Focal Lenght 17 brings envi texture into original image horizontal range view. Compensate vertical distortion you can in Texture Coordinates node Scale Z like 6, but lightning looked better without, so I left it.

Note: Pay attention to a node type - for Camera Window its Image texture for envi light Equirectangular texture


text:
Making flaming particles?
I have an animation I am trying to make of a flaming object emitting particles. I need the particles to be on fire though, and emit smoke. I have already tried faking it by placing the object that the particles are mimicking inside the smoke domain, but the fire does not appear. Is there any good way to do this?

I believe you also need to enable smoke flow in the physics tab for these particles after placing them in the domain. I'm not sure if you need to do that for the particle emitter object or for the original duplicated object. Better try out both, but I suspect the first.

I already added smoke settings for the particle object if that's what you mean.

Ah found the option, I've posted a screenshot as answer.

Set the flow source on the emitter within the domain to Particle System, and select your particle system.
You can then set the size of those particles below. It will always be a spherical inflow shape, it doesn't take in account any object you set as the particle render shape.

Yep that was it. Can't believe I missed something so simple.

Sometimes the answer is right under our noses! Happy to help you learn, and learned something myself

Hi I'd like to add that this ALMOST solves it, but make sure you select inflow under the flow behavior settings!!! Been bugging me for days and I'm a long time simulator in blender. Sometimes it's hard to keep track of all these little details and hope it helps someone


text:
Why are text objects not mesh objects?
Why are text-objects text objects, and why can they not be calculated like mesh objects? Why is Blender not able to calculate text-objects like mesh objects? If there is a way to completely edit a text-object as a mesh, but keep it a text, or some add-on to do the same thing, could you please tell me?

https://en.wikipedia.org/wiki/Computer_font

It has to do with specific font properties.
And also copyright rights :).

Modern computer fonts don't have fixed proportions like meshes do.
They're ever so slightly adjusted when you scale them up/down, to look optically correct.
In low resolutions, they also take advantage of hinting data, to avoid pixel distortion.
Good fonts also contain kerning data. This tells them how much space to put between different character pairs. And allows for ligatures.

When you convert text to mesh/rasterize it, it loses all of these important features.
That's why some font creators explicitly prohibit rasterizing.

Font characters slightly change when scaled, to keep their legibility

Ligature - joining two glyphs into one. Not possible to execute with rasterized text.

Possibly worth mentioning in  https://en.wikipedia.org/wiki/Computer_font how often "bezier curve" appears in refernce to some font types.... understandably the  font objects data part is a curve of type 'FONT.

What you are asking for doesn't sound possible, a text object is based off the type face you are using if you want to edit it, it'll will have to be converted into a curve or mesh. If you want to keep as a text object and still be able to manipulate it some how you can still apply modifiers to it or mess around with the Geometry settings in the object data tab.


text:
How to remove unwanted textures to save memory
I have two textures in Blender that are for a desk I am modeling. Each texture is 4K quality and takes up a ton of memory. I only have 4GB of memory on my computer, so I can't render an image of my scene. I decided that I would use an HD quality texture instead of a 4K, but I can not replace or remove textures from my texture list in Blender. Is there a way I can do this? Any help is appreciated.

Do not worry about all the images in your blend file. If they are not used in the render they will not effect the memory. Simply change the images out for the smaller ones and try to render again (make sure your nodes are not using the large image anywhere).
To remove the images from the blend file Shift LMB on the X in the image datablock. (Image from the UV Editor header)

How do I completely remove an image from my .blend file?
If you still are out of memory, then you are going to have to look at you geometry. Do you have any hidden geometry? Subdivision surface jacking up the poly count? Many of the same objects not sharing a datablock.

Thank you! That worked for me.


text:
How to sculpt along a specific axis?
I have faced a problem in sculpting: When trying to grab, sculpt result ends up traveling along the X or Y axis while trying to be pulled down Z axis.
Is there I can set Blender to sculpt along the Z axis, or another single axis, so that I can sculpt better?

Some brushes have this option in their properties panel, but the grab brush doesn't seem to follow its instructions, and it seems to be always view-related.

Is this a bug that needs to be reported?

Question is a bit old so not sure if still helpful to answer, but if you go into Tool, then Advanced, you will see "Sculpt Plane".
This can be set to Area, View, X Plane, Y Plane or Z Plane.

This will lock the movement of vertices to that particular plane. I'm using Z plane to sculpt a terrain whilst keeping the X/Y resolution consistent, for example.

Hold down Ctrl key while you are using grab brush, it will grab along the first vertex normal plane.


text:
Blender 2.80 full release is not opening on my IMac
Blender 2.80 full release is not opening on my mac am running an iMac osx late 2012 version 10.9.5 Macintosh HD with a 2.9 GHz Intel Core i5 Processor and 8 GB 1600 MHz DDR3 of Memory and an NVIDIA Geforce GTX Graphics card I tried restarting my mac and I also tried re-downloading blender 2.80 here is what it says when I try to open blender in the terminal

it won't open, I've got a version of 2.8 that opens on Mac but not the last release, so either download a previous version of 2.8 or download 2.79

or maybe install a more recent system

Blender 2.8 has a minimum requirement of macOS 10.12. See: https://www.blender.org/download/requirements/


text:
Can Blender 2.80 run in windows 10 virtual machine
I have been doing a little research on virtual machines like VirtualBox and that got me wounding if I can run windows 10 on my mac using VirtualBox and run blender 2.80 on windows 10 and what do the extension pack do for you if you download it alongside the VirtualBox software?
My iMac system
am running an iMac osx late 2012 version 10.9.5 Macintosh HD with a 2.9 GHz Intel Core i5 Processor and 8 GB 1600 MHz DDR3 of Memory and an NVIDIA Geforce GTX Graphics card

Why don't you put Blender on your Mac?

because blender 2.80 won't work on my version of osx and am afraid of upgrading my iMac if something bad happens like all of my other software won't run anymore


text:
Compiling Blender 2.8 Beta
I've compiled Blender 2.79 for macOS by using
mkdir ~/blender-build
cd ~/blender-build
git clone http://git.blender.org/blender.git
cd blender
make update
cd ~/blender-build/blender
make
Could someone let me know how to compile the latest Blender 2.8 Beta
Thanks

Since you have the repo would  checkout  blender and its submodules to blender2.8 branch.  with something like git pull && git submodule update --init --recursive  Make a blender_build_2.8 (or whatever) folder then follow same  as for 2.79.  Recommend having repo in same folder level as builds and checkout to target branch (or master) before making and installing. A tool like cmake_gui is handy.   Unfortunately building blender questions are considered off topic.
`

I'm voting to close this question as off-topic because it is about compiling Blender

I'm on windows but AFAIK it's the same method, the code for downloading 2.8's repo is:
git clone git://git.blender.org/blender.git -b blender2.8

If your make doesn't work, try maybe make 2017 full (or make 2017 release for CUDA handling).

Thanks for the response. It worked like a charm.

yay \o/ Don't forget to vote then

New to this. How do I vote?

With the little arrows on the right of the answer. You can also hit the Chek icon to "accept" the answer as the one solving your question. https://imgur.com/5iCOMpP
More infos here: https://blender.stackexchange.com/tour


text:
How can I create veins on skin
I have this character's arm.

I want to have some veins in this pattern with a shape-key, meaning that the basis would be without the veins and when the shape-key is on, the veins would appear. I also don't want to have too many vertices, my computer isn't the best, and I have many other meshes in scene.

Any ideas on how to do this?

I'd try using the knife tool (https://docs.blender.org/manual/en/latest/modeling/meshes/editing/subdividing/knife.html) and bevel to create the geometry where you want your veins to be and create the shapekey by just dragging the geometry out

@aky-her, I really like your idea on the knife tool but I dont understand what you mean by the bevel tool. And by the way, thank you so much.

bevel tool (ctrl-B; https://docs.blender.org/manual/en/latest/modeling/meshes/editing/subdividing/bevel.html) bevels an edge - adds more geometry, which is smoothed. What it would do here, is take your one line created by the knife tool and make it into two/three/how many you want.

@aky-her, I just wanna say that your suggestion worked like a charm. Thank you very much!

I'd do it in the material via a normal map / bump map.


text:
Hanging chain help up by two ends
I'm trying to find a way to have this following chain be an object influenced by gravity.

The two pieces of chain on either side are fixed and will not by affected y gravity and can be moved around using armature. I want the rest of the chain to respond accordingly but the individual chains pieces not to be deformed
Any ideas?

I think I have done something similar once, just rigid bodies, separate chain into individual links, take two pieces you want to be not affected and make them passive rigid bodies with passive attribute, change rest to active attribute... don't forget to give them Mesh and not convex hull and you are good to go, use some more settings to make it look better

As I have said in the comment, make your chain by links, select them all and join them together. Go to Physics and give this object Rigid body physics. Use these settings:

just make it active and change the convex hull to mesh... you can tweak mass later to give it better results...
After that go to edit mode, select all vertices, use RMB and select Separate -> by Loose parts... After this, your chain links are separated pieces and you need to select all of them, use RMB and select Set origin -> Origin to Center of Mass (Volume)... After this select two sides links and change those and only those 2 to passive in their physics settings.
Check the Animated option and you can freely move your chain however you wish(just don't move it too fast)

Note: This is just a base for your problem, you will need to set Surface response, Sensitivity, mass, gravity and other things based on what you want to get as result.

I've tried this, but whenever I run the animation, the links just 'explode' for lack of a better word. All the links go crazy and start flying off in different directions

that happens if origins are not in middle, if you use convex hull instead of mesh or use too small links with too big serface sensitivity, can You show me your chain so I can see where is mistake?

Related https://blender.stackexchange.com/questions/20970/rigid-body-breaking-links-of-chain/203405#203405

@MikoCG, your comment about the origins and using lower surface sensitiviy seemed to stop it from exploding, but the chain still breaks after the animation is played. Link to my setup: https://imgur.com/a/NspflFc

Actually, never mind, I just set up contransints and that seemed to do the trick. Thank you very much.

On second thought, would it be possible to animate the end links on top of the rigid bodies and contraints? If so, how? Because right now, when I move either link on the end, the rest of the chain just follows the original animation


text:
Cycles not producing alpha transparency color change
I'm very new to Blender Cycles Render and I'm trying to have my character's irises have a white background where the image texture is transparent.
So far, I've come up with this

When displayed in material mode, it seems to be working, but when rendered, it's not.

Any ideas why this isn't working?
Similarly, for my character's hair, I've done the same thing and the result is somewhat different.

Could these problems possibly be related?

So I fixed my problem, turns out using a diffuse BSDF rather than a transparent one works


text:
No "obstacle" option in fluid type
I'm trying to make gas flow through a tube.
I've watched many videos demonstrating similar procedure.
And they simply add a cube or any other object, go to the 'physics properties', click 'fluid',
then choose type as 'obstacle'
In their screens, the options are "Control, Particle, Outflow, Inflow, Obstacle, Fluid, Domain, None".
With my Blender 2.82, if I follow the same procedure, I see "None, Domain, Flow, Effector".
Where is it?

set on your object: physics properties / fluid / type: effector. But after doing that, I have to go to the domain and toggle (on then off in my case): fluid / liquid / fractional obstacles or it wont update the cached animation... I did not put this as answer as my test case is liquid and I didnt manage to prepare a gas' test case. blender 2.93.4

That would be the new updates in Blender 2.82 involving mantaflow etc.
I'd suggest that you go look for Mantaflow tutorials such as this one by CG Geek:
However, here's a quick summary of the four options that you have in 2.82:
None - Nothing.
Domain - The area that the fluid simulation stays within. None of the smoke/liquid will ever leave this area.
Flow - This is the actual smoke/liquid/fire emitter. You can change the type and additional settings within the settings of the Flow type.
Effector - These are your obstacles to the liquid simulation.


text:
How do you just see the bones inside a model?
How do you just see the bones inside a model?

Hey there, while it's a legit question, i believe you should be able to solve this with the basic "Hide" option for the model that you do not want to see, thus leaving you with only the bones/armature. It would increase the quality of the question if you explain what you tried and where you had a problem, a picture showing the situation might also help clear some possible misinterpretations. As the question seems too simple, header and content the same, it might not be taken serious or get's down-voted. Might be helpful to take quick tour.

Use X-ray option if it's available.

Select the Bone/Armature and then Object data properties > Viewport Display > Select In Front.


text:
How do I get rid of right click context menu
I was in blender and I was just trying to make a render but I cant right click select. Instead of selecting with right click, a stupid context menu pops up. I need help

In Edit > Preferences > Keymap, you can change the 'select with' parameter to right. Left click will automatically change to Cursor. This used to be the default behaviour till version 2.79


text:
Blender does not recognize Alembic file from Houdini
im pretty new to Houdini but a Blender user for almost 2 years now.
I made a Fluid Simulation in Houdini, exported the deforming mesh as an alembic file, but whenever i try to Import it to blender, the file is nowhere to select. Blender does not recognize it.
I've checked the Export Settings in Houdini, and i think they're correct.
Has anybody ever had a similar Problem and hopefully a solution?
Couldn't find helpful material for this Problem online.
Thanks a lot in Advance

How did you "import" it. Can you upload a small .abc? (Maybe just the first 2 frames.) I have succeded doing exactly what you describe, although with troubles as wel.

Thanks for the quick Response!
Are there multiple ways to Import?
File -> Import -> Alembic (.abc) is how i tried, but as mentioned, i see an alembic file on my Desktop, yet it doesnt Show up in the Import window in blender, there's Nothing to Import
Also just the 2 Frames didn't do anything for me  =/
It's 80 Frames Long.

Sorry if I was unclear. I meant to ask if you could upload your abc file so I can download and try it =)

blender does not see .abc files from houdini, so in houdini you have to put the name of your project when exporting and after the name type .abc as the name


text:
Weight paint different from Unreal Engine
Making character in Blender with Rigify. Imported as usual... In animations i noticed on my tail is bending so bad... i assuming this is problem in weight paint. I think in blender and unreal engine they are applying weight paint differently, in UE weight paint applying little harder... probably.
And i noticed, my tail is going through neck a little bit, in blender perfectly fine. What is happening?
Some info:
My rig named: rig (i tried name it Armature, but some weird stuff was happening)
I enabled export only deform bones.
Units in blender Metric 1 Meters, i think its not the problem.

It could be a normalization problem: in Blender if  a vertex has a sum of weights different than 1.0, an automatic normalization gets applied, while probably UE uses another algorithm. Try to normalize your weights before exporting (in weight paint mode, weights menu, "Normalize All", then enable the "Auto normalize" option during weights adjustments).

Bendybones arent supported outside of blender.


text:
What's a good way to create waist elastic band on pants?
I'm working on a pair of cargo pants in blender, as shown in the image below. I wanted to ask what's a good way to maybe maybe the selected bits on the pants emulate an elastic band (also pictured for reference.
Thank you

Does it have to be a part if the model (topology), or can it be done by material (shader)?

@ChristopherBennett, preferable model, but I'm open to other ideas

If you want to do it for the model, I would suggest sculpting.

You can get fairly close with this kind of approach. Totally procedural, aside from modelling the initial segment.
Add a cylinder, give it like 64 sides, no end caps, give it a fair amount of vertical edge rings, enough so that each individual poly is basically a perect square. then turn it on it's side, and scale it to where it's tall and skinny on the Y-axis, something like this. Then pull in two of these edge loops to serve as the seam. Its also probably possible to do this with a single curve and then extrude it, loft it etc. I just went with what was easy.

Then add a subsurf with one or two levels of divisions. Followed by an Array modifier with however many instances you want (this depends on your project and use case). Make sure to set the vertices to Merge.

Add a Displace modifier, set to use a texture. Go to the texture editor and use a Wood texture, which gives you a bunch of different kinds of sine wave functions. Change the Pattern to Band Noise. We want the size of this one to be kind of big. Something like these values worked for me.

Then duplicate that displace modifier, duplicate it's texture too, by clicking this button in the texture editor.

Increase the distortion, and make the waves a bit smaller, about twice as small as the previous texture, something like this.

In both of these displace modifiers you'll want to set the coordinates to Object. Then add an empty and you can use that to easily control the alignment and size of the noise.

Then I added a Simple Deform Bend, just to put it into a ring shape. You could also use curve deform or something like that for a more organic shape.
Result:

Thank you so much for your help. I got almost what I wanted. I just have this issue where my mesh looks like this. https://imgur.com/a/D9Rwirw. Do you know what I'm doing wrong

Actually, I was able to sort of fix this by turning down the strength of the displace modifiers wayyy down. Thank you

Yeah, sorry I guess I went super detailed with everything except the Displace settings. You figured it out though! Glad to help!.


text:
What's a smart way to loop an animation with the camera constantly moving aroud?
Suppose I have an animation that is 16 frames and I wanted to keep looping this over and over for 128 frames (8 times) while the camera pans around this animation. Is there any way to do this without copy and pasting the animation?

This is what the Nonlinear Animation Editor is made for.
In the Dope Sheet in Action Editor mode, select the action and click on the Push Down button:

This will remove the action from the Dope Sheet, but it's now available in the Nonlinear Animation Editor as a yellow strip:

Keep this strip selected, open the N panel of the Nonlinear Animation Editor, click on the Strip tag and under Action Clip choose the Repeat number:

To make the action come back in the Dope Sheet if you ever need to edit it, select the strip and press Tab or simply select it in the dropdown menu of the Dope Sheet:


text:
How to smooth a mesh border?
Well … I join two meshes into one, but the borders are not smooth, how can I make an soft transition for the borders?

Joining is not welding, it's just combining data under one name, one set of transforms.. maybe show the topology of the parts by checking 'wire' in the object>display panel, to get some suggestions.,,

I'm new in the blender, so getting into the wire mode did not make a difference to me

Sure. Displaying the wires wouldn't make a difference. But putting up a picture with the wire (topology) showing might help others to make suggestions about how to fix your model :)

first things first try using W -> Remove Doubles. I pray that to every beginner and most of the time it is the magic button which solves all problems. In your case though there might be different materials at the joint as well, that will make everything a little more tricky

Thanks for the help, here's the image, I think it's the wire you want, sorry if it's wrong, I really do not know much about the blender, and especially about modeling
http://prntscr.com/lsga47


text:
Blender 2.8: How to see multiple view layers at once in viewport?
I am having difficulty in Blender 2.8 seeing multiple view layers at the same time in my viewport. With my workflow I would more than likely want to be looking at multiple view layers at once in the viewport to see the position and more, of things in relation to everything else. How do I do this?

According to the blog here: Blender developers blog in 2017

An exciting future option for the 2.8x roadmap is to use View Layers as compositing units, also for real-time rendering. For simplicity now, we stick to having a single ‘active View Layer’ per Blender window.

And as far as I can see you still have only one active view layer in your blender window at this time.


text:
How to not have freestyle lines affected by exposure
I was working with freestyle for my first time while using the "Real Sky" addon from the blender market. I am working in eevee. If you are familiar with Real Sky, you know it is common place to adjust the exposure in the color management section. Unfortunately, adjusting the exposure also adjusts the freestyle line color. I would like to know how to keep the colors I have picked regardless of the scene's lighting. You can see what I mean in the attached picture. I know I can duplicate each object and have them on a separate view layer with freestyle and transparent material and have different exposures for each view layer in compositing. This seems like a bulky fix considering if I make a small adjustment, I need to make sure to adjust it in both view layers. How do I keep the line color intact while adjusting the exposure for the non-line-art rendering?


text:
Does GPU RAM make a difference in an Eevee Render?
I was wondering if the amount of RAM your GPU has makes a difference in Eevee rendering. In Cycles the reason large scenes couldn't be rendered on GPU and had to be rendered on CPU was because the GPU RAM was usually smaller than the system RAM. (i.e. my system RAM is 32gb and my GPU RAM is 4gb). I am shopping for a new GPU and I was wondering if low GPU RAM causes limitations in Eevee like it did in Cycles. I know from looking at Window's Task Manager that both the CPU and GPU workloads increase during render. I don't know enough about Eevee and what of it is done on CPU and what of it is done on GPU to know if the GPU RAM makes a difference. Does GPU RAM limit scene complexity while rendering with Eevee?


text:
How would I force a maximum angle between planes?
I'm creating a mesh made up of multiple intersecting curves for use in a Unity game. Due to the way the physics engine works with small rolling spheres, all transitions between faces need to be less than 5 degrees.
I have a decent workflow for straights (extrude, rotate five degrees or less, extrude, rotate, etc. then extrude everything sideways) and circles (same process, but rotate around the center at the end), but I'm having trouble figuring out a good way to accomplish this for multiple intersecting curves.
Is there a way to limit all angles in a mesh to five degrees or less? Maybe something involving converting bezier curves to a mesh or sculpting?
Here's a photo showing roughly what I'm trying to accomplish - a "crater" with a descending divot leading from the center to the outside.

Thanks.


text:
Is there anyway to make particles have an influence area around them that will let them collide, without having to turn them into rigid bodies?
I want to make a particle simulation, however, is there any way to set a sphere as a child and then set an "influence radius" around each particle as like a collision box? I know you can set them to rigid bodies but that really slows down the simulation.

You can add a force to the particles to effectively repel each other as in this answer https://blender.stackexchange.com/a/84426/29586. It isn’t ideal as it relies on the particles being all the same size and it isn’t physically accurate (but is a quick and dirty method).
Another option is to use the Molecular Script add-on (http://pyroevil.com/molecular-script-docs/) which physically simulates the particle collisions.

Yeah, thanks, I was thinking of adding a force but not sure how well it worked, also I tried the molecular script and I followed a tutorial and it just didn't seem to work. I thought it was because I downloaded the one for blender 2.77 which was the most recent one that I found

Opp nevermind, the reason it wasn't working with the molecular was because, instead of editing the particles' size, I was editing their draw size, my bad, thanks for the reply! :D


text:
How can i wrap an array grid onto a different object without the objects "collapsing"?
I was interested in how to get geometrical bumps on this grip and thought it would be easy to do, but the problem with the shrinkwrap modifier is that it collapses all the faces onto the shape also,  .
Is there any way to keep the geometry of the bumps, while also wrapping them around the geometry of the face?

You can do this by using a lattice to proxy the shrinkwrap modifier.

Add a lattice at the same position as where you want your objects to intersect.

Add a shrinkwrap modifier set to your cylinder.

Add a lattice modifier to your array

sources :
https://www.youtube.com/watch?v=tsNPpFvpTAU
https://youtu.be/UfhJ0mBUqr8

Sweet! I saw this method before, but for some reason couldn't get it working, turned out I was blind and had to turn on "negative" as well. Thank you!


text:
Front view and side view
Just wondering, is there a way to have a model change depending on the camera angle? For example, in front view, you can see Mickey Mouses ears typically on top his head. But on side view his years keep facing the camera as they would from the front view. Not sure if I'm asking the right question, but is there a way to have that Mickey Mouse ears effect thing depending on the angle? And also, is there a way to have the front and side view models to change seamlessly?


text:
How do I make various objects point at/follow a path?
I'm trying to create a city street on a slope. I haven't found any methods that allow for several different objects to follow the same path, so maybe a path isn't the right method (still quite new to blender).
Essentially, I just want to be able to control the height and z-rotation of several objects at once. Here's a manually-arranged example:

Thanks very much!

I think this question have an answer here

You can definitely use a path.

 RMB select the first house and add two constraints.

A Follow Path constraint. Choose the Curve object as the target. Then check Follow Curve and Fixed Position. The offset has to vary for each object, for the first object we will leave it at 0.0.
A Limit Rotation constraint. Check Limit X and Limit Y. This prevents objects from tilting sideways. We only need the Z rotation.

⇧ Shift RMBSelect all other houses, lastly add the constrained object to the selection. Copy the constraints to all houses by going to Objects > Constraints > Copy Constraints to Selected Objects.
Adjust the Offset value for each house. E.g. [0, 0.25, 0.5, 0.75, 1]


text:
Make python script to animate vertex points of any object
I am very new to blender and python . i want to make python script which can animate the vertex point of any object (let's example bpy.data.obajects['Cube'])
import bpy

obj = bpy.data.objects["Cube"]
obj.shape_key_add(name="Basis", from_mix=False)

block = obj.shape_key_add(name="1", from_mix=False)

block.value = 0.0
block.data[0].co = (0,0,0)
block.keyframe_insert(data_path='mute', frame= 0,index=-1)

block.value = 1.0
block.data[0].co = (1,1,1)
block.keyframe_insert(data_path='mute', frame= 50,index=-1)

the above code steps works when i set it up by GUI blender , but In script it just set keyframes but no actual animation occur on play

Well when I press play it does actually "animate", it changes the cube to the object in the screenshot: https://imgur.com/a/0G0EGHT

@WhatAMesh ,  Well the  image you are showing is just final state of that animation and that's what was happening with me too . It instantly  change to next keyframe but what I need is smooth transition between two frames (like an analog not digital , exactly)

import bpy

cell = bpy.data.objects['Cube']
bpy.context.scene.objects.active = cell

basis_key = cell.shape_key_add('basis')
basis_key.keyframe_insert('value', frame=0)

deform_key = cell.shape_key_add()
deform_key.data[0].co = ( 5 , 5 , 5)

deform_key.value = 0.0
deform_key.keyframe_insert('value', frame = 0)

deform_key.value = 1.0
deform_key.keyframe_insert('value', frame = 200)

the main difference in your script is that you set your data_path as "mute" , so just replace data_path="value" then it will work fine


text:
Simpler way to paste a texture on lots of Plane faces?
I recently got started with Blender and Unity , and although I know this isn't a 'Unity Stack Exchange', I'm relatively new to all this stuff, and I'm extremely new to art and assets.
Basically, I have two questions:

When I tried to make a bigger plane/floor, I started by duplicating the small plane to make two small planes, duplicating those two to four etc. until eventually I had a big sized plane made up of loads of small planes. So when I export them to Unity, I just have massive amounts of planes without the texture I wanted them to have. So I was wondering if there was an easier way to put a texture on loads of different planes.

And

To just skip this whole mundane and long process, is there a way to get a texture and duplicate loads next to each other without the hassle of right clicking every plane then doing shift+d and moving them next to each other and repeat.

I'm also using c++, so if there's a code that you guys know that will fix one or both of these issues, I'd be grateful. Thanks.

I don't know anything about unity; but you can duplicate multiple objects while keeping their textures and materials intact by using the array modifier. Alternatively, you can select all the non-textured plains, then select the textured plain at last and press Ctrl+P and select 'material'. This will copy all the materials and textures of the last object selected to the other selected objects.

You have several options depending on the result you want, you can scale one plane to any size you want, then either the texture scales up with it, or you setup the texture to repeat over the plane.
You can use two array modifiers to duplicate one piece of mesh in two directions. This will duplicate the same piece repeatedly. Then you can apply the modifiers to turn them into a real mesh object, which is an option during export if you only want it that way in unity.
If you want each piece as a separate item in unity, then apply the array modifers, then in edit mode use P->By Loose Parts to break them into multiple objects and ⎈ Ctrl⎇ Alt⇧ ShiftC->Origin to Geometry to put the object centres in the right place.
If you have created multiple planes, select them all A and press ⎈ CtrlL->Material to set them to use the same material.
To automate tasks in blender, we can use python v3 which is also used to create addons. The API reference is here as well as an introduction in the manual. You can also find plenty of scripts around this site for examples.
And if you need help with unity, they have their own site


text:
How to export object as multiple meshes?
I made a character with a skeleton that needs to be exported as an .FBX to Unreal Engine 4. There are multiple objects in the hierarchy that make up the full object. I need these objects to export in one file, but as seperate objects so I can texture each on individually. I could texture the objects in blender, but the materials are already premade and cannot be exported from UE4. How could I export them as one file, but able to edit each individual object in the engine?

Is your character currently one object?

No, it's made up of multiple different objects.

Use Batex plugin. which can be obtained here: https://www.blendernation.com/2019/08/15/blender-2-8-free-batch-export-addon/


text:
How to have a rigged object snapped to another object's surface?
I'm creating a cute, hyper simplified character, and I'd like to animate it with a rig. It's the sort of character that only has spheres for arms and feed, but when I try to parent the hands they sometimes protrude too far from the body, espeically with some of the more irregularly shaped characters.
What I'd like to have happen is for the arms and feet spheres to have their origins find the body shape and stay on it, but in the direction their relative bone is pointed, so that I can still animate them with a skeleton.

here's a quick example. The teddy bears arm, when I try to move it up for a wave, disapears into the body, because of the waythe sketon works. I could bend the sketon more and be careful about such things, but I'd still run into the problem if I'm not careful. I'd love if programaticlly it would simply put the arm so it's origin is on the surface of the body so it was always the same amount being shown.

More like this.
Is it possible?

1 Shrinkwrap Constraint
Add an intermediate bone as a parent of the Hand: Arm > HandParent > Hand.
Then add a shrinkwrap constraint to it using the options Projected, On Surface along +Y in Local Space.
The HandParent will be projected onto the surface of the object, which you select in the Shrinkwrap Constraint.

2 Bone Placement
An easier option, is to simply place the arm bone at an appropriate base position, so that the arc it describes resembles the arc of your sphere. This is less computationally expensive and faster to setup. Add a custom bone shape and the bone will not be in the way as well.


text:
How to have freestyle render change to outline only at a distance

I've been playing with making coloring pages from some low-poly models of mine. To give my coloring pages variety without too much work on my part, I created a scene, populated it with all the models, and created cameras looking at it from different angles, with a different focus on each one.
https://www.youtube.com/watch?v=Z7OWs0-pGmA
However, with this method, sometimes objects in the background get very line-dense, and I'd like if Blender could pick those object out and remove the extra lines, perhaps even switching to just outlines in those cases. Is there any way to accomplish this?

Could you please attach a .blend file? Doesn't need to be the entire model, a good example of the problem would suffice

Solution: Use a freestyle line modifier
For your scene I'd recommend using the Distance from Camera modifier on Alpha of the freestyle lines found in the Linestyle panel. The hack is to choose the same value for Range Min and Range Max. This will draw a sharp distinction between the 'close' and the 'far' objects in view.
With two line sets (one for the 'close' objects and the other for the 'far') you can choose for the 'far' line set to only render the outlines.
Here's a simple example
That's the freestyle setup

The scene without any modifiers

And with the modifiers

Perfect! Thanks so much. This is going to make my lowpolydino coloring book so much better.


text:
More detiles in displacement of texture
I want to displace a a symbol on this cube but in order to make it look good I need to add a lot of subdivison. I want this symbol to be a part of geometry since it will be used for 3d printing. Do you have a better idea how dispale a sybol with good resolution but with less geometry.

Details are directly connected to how dense geometry is.
Make the cube dense so that it has same amount of planes as your image has pixels.
So if your Planet lets say is 32x32px, the cube should have 32x32 planes to display it without additional artifacts.


text:
Dispalcment modifiers coffuses normal direction
When I use displacemnt modyfier on the model it displaces the faces only on x axies insted of perpendicular to the face. But normals of model are set to by perpedicular.

Try setting the strength of the displacement modifier to a negative value.

@Christopher Bennett didn't help

Do you have a specific reason for using UV coordinates as opposed to Local?

@Christopher Bennett  I'm trying to find out why my normals aren't baking properly but nobody seem to understand why that is why and also changing it to local doesn't help

I'm not sure then. It's hard to tell any further without actually seeing the project. If you want, you can upload it here, so users have a chance to look at and find the problem - https://blend-exchange.com/

@Christopher Bennett I found the reson I didn't set the scale roation and location

Ahhh, yes. Non-uniform scale will certainly do it

Feel free to post and accept your own answer for this, Zinek

@AllenSimpson Sorry I just selcted the object and used ctrl+a and choose to set scale location and rotation.


text:
Motion blur compositor
Motion blur in compositor doesn't blur poles. It is not the fault of the material because base of the pole has the same material and it is blurring just fine.

I found the answer you need to change min speed to 5 and max speed to 200 in vertex blur node in compositor and it fixes everything

If you found a solution, please write it on the answers section so
that other users with a similar question can learn from your
experience. Read:
Can I answer my own question?. Also, don't forget to accept your answer. How this site works: https://blender.stackexchange.com/tour

I Wrote the answer I changed min speed to 5 and max speed to 200.

That's just a comment, scroll down to the answers section -> "Your Answer". Again, I'd suggest take the tour to learn about how this site works: https://blender.stackexchange.com/tour

I found the answer you need to change min speed to 5 and max speed to 200 in vertex blur node in compositor and it fixes everything


text:
Seprate light ray
Is it possibile to separate the light ray generated by the lamp in compositing from the object it sheds on, i.e. The end point is I have a layer with a translucent ray of light arranged in the shape of what it sheds light on. I need this because I have an object that I color in a pohotoshop but it is always illuminated by the same light.

You might look into render passes, Shader AOV and the Cryptomatte node. If you render out the different Render Passes you can edit them individually then composite them back together as a final render. You should be able to recolor the base color/diffuse render pass for the object you edit pretty easily this way. Check the first link which has a good overview.


text:
How to particle system with permanent particles
I made of trees of different species with the sapling tree generator. I put them into a particle system to populate a forest with trees. The particle system wants to animate the trees being emitted and dying. This is an animated project so I can't just pick a frame to keep. I want the trees to belong to a location and stay. How do I make the particle system permanent so the trees stay in the same arrangement?

You can convert the particle system Modifier. This will create linked copies of them all. (The particle system will still be there so you will probably need to move that out of the way)
The other alternative is to let all trees spawn at frame 1 to 1 and then give them a live time that works for your project.

Thanks, converting it worked. I would like to add for anyone to find this thread in the future that converting 350 trees to objects took about 16GB of RAM so if you try this on a low-RAM system it could stall.


text:
Loop Cut Proportions Problem / Not Even
So I am trying to make loop cuts for the side of a building I am trying to model in order to make inset faces for the windows.

Unfortunately

The first double loop cut, scaled down on the x axis (by 0.2) comes
out to an odd number like 0.4133, as opposed to a nicer 0.4.
The second double loop cut, scaled down on the x axis (by 0.2) comes out way thinner than the last loop cut, at 0.1929.

I'm tired of trying to add loop cuts one by one, and manually selecting each edge of the loop cut and moving them back and forth to try and properly align them.
Surely there is a better way I am missing. Like, is there a way to scale loop cuts independent of the length of the wall?
I am a bit of a beginner; I don't understand the best way to do everything, but I do have moderate experience.
Thanks in advance.

Well scaling is always proportional to edge length, after adding one loop cut the resulting edge length will be shorter, hence the same 0.2 factor will naturally yield a smaller absolute value. Add just one loop cut then try using the Bevel operator instead, since it uses absolute values for distances, rather than edge length factors.

@duarte I will give that a go and see how that works for me, so far it appears like it may work as it doesn't add extra uneeded faces from what I've seen. Thank you.

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


text:
Is Underwater hair simulation possible
Is it possible to make underwater hair simulation?
I haven't tried it yet, but is it possible for hair particles to react to water particles?

This question would benefit a lot from more specifics about the particular effect you are trying to achieve, e.g. sample pictures, screenshots/settings for what you have tried so far.

If you want fully underwater motion, I'd start with increasing the air drag settings as water is thicker, and reducing gravity to approximate buoyancy and see what that looks like. Transitioning between underwater/above water is much harder.


text:
why the low poly 3d model became round blender
I'm new to Blender and I tried to create a low poly elephant, but something went wrong and all the sharp edges became round.
Someone knows what happened and how to fix it?

You probably added a Subdivision Surface modifier, just remove it.

Are you using any modifiers on this model?

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


text:
How to best animate a licking tongue?
I'm trying to animate a tongue that is licking an object.

First I thought the tongue could be a soft body colliding with the object that it is licking, however, with that many parameters and options, I didn't even know where to begin. I tried out a whole bunch of different configurations, but couldn't get it to look better than this sad result: https://streamable.com/va8sj
Then I though, since the whole animation does not have to be physically correct, I can just use an armature/bones. Turns out, although this has yielded the best result so far, it is very(!) hard to control the position of the tip of the tongue and at the same time achieve a fluid motion: https://streamable.com/bbzht
It would be way easier to control the tip of the tongue, so I tried inverse kinematics. This feels like the right approach, but I could not figure out how to control the bending of the tongue. https://streamable.com/608kt
Is there any way to use IK for the tip, and FK for the other end of the tongue?
What's the best way to do this?

I have not much experience rigging, but would using bendy-bones help?

@Akados I hadn't heard of bendy-bones before, but they definitely look very promising! thx

I ended up using bendy bones – which are essentially a number of bones aligned to a spline, whose control points can be animated.
I found this youtube tutorial very helpful. using drivers to map the position of an object to a parameter of the spline is a neat trick.

That method works extremely well for all sorts of short bendy things, tails, tentacles, tongues, you name it. Only having 3 controllers for all of it makes animating a snap, too.

I just want to add, that a couple of modifiers in combination with the mesh are useful:
First, a Subdivision Surface Modifier, to make sure there is enough geometry there to be deformed and after the Armature Modifier a Corrective Smooth Modifier to resolve any warping and breaking that the Bendy Bone might inflict on the surface. They are prone to doing that.

Minor Update: you can make the rig a lot faster by making the armature move the lo-poly model and adding the Subdivision Surface Modifier AFTER the Armature Modifier. Sorry about that.


text:
Hair Particle System Collection: why does Hair Length Affect?
I am using a hair particle system to populate a terrain with trees and rocks in blender 2.81. I created the instance tree using the sapling tree generator so there is one object for the leaves and one for the trunk/branches. I created the rock instance by tweaking an icosphere. To populate the terrain with them is used particles systems.  I used hair rather than standard particles as the trees and rocks are to stay static. For the trees I used the type as collection (as I had a collection with both the leaves and trunk/branches). For the rocks, the type I used was object. I noticed the hair length setting affects the size of the particles. As both object and collection types have a scale and scale randomness input it seems to me, when using these types, the hair length should have no effect. What do I set the hair length to so only the scale input value affects the scale?

really you can set it to anything static. Scale and Scale Randomness will then be the only setting to affect the final size.

HenrikD I think you are mistaken. I just tested if the hair length changes the particle size in b2.81 and it does. Maybe it was different in another version?


text:
User interface Scripting Issue Rigify Multiple Rigs Appended
So I have created two characters in two separate blender documents. I used rigify to create a rig for both of them. I then appended both characters into the same blender document. The first character appended worked properly.  The user interface for rigify was complete with all of the animation tools built into rigify. Then I appended the second character.  The user interface script didn't work properly as the controls for the tools built into rigify were missing. How do I bring in multiple characters and have each of them have their user interface intact? There is a rig_ui.py script that was appended with each character. It seems the script runs once for the first character, then on the second append the script can't handle a second rig. How can I solve this problem?

I asked this same question on blender artist and got an answer that worked. Here is the link to that forum thread. Blender Artists Forum Solution


text:
Targa versus PNG for Image Texture
I have noticed in cycles I render faster with .tga image textures than .png image textures. Is there a loss in render quality because of using targas instead of pngs? Which should I use?

Hello :). This sounds interesting. Would you mind adding more details? Image resolution, render time difference, map type...  Just curious :).

The answer is: EXR.

Hello @troy_s :). Doesn't the OP mean material image textures, not the output file?

Materials are the same answer. EXR is exemplary on all fronts, and is in many instances the only means to get things like reflections etc. into Blender. EXR is the only sane option for speed, size, quality, and encoding.

PNG takes longer to read or write, because the computer needs to compress it. Therefore it takes up less space. TGA is largely uncompressed, so it's being written and read faster, but takes up more space. Both formats are loss-less, but I think the color range of TGA is larger.
Targa is popular in Game Enginges because the Alpha channel is independent from the color channels and it reads very fast. EXR is usually the largest, but it supports HDR. I haven't tested it, but it should be read faster than PNG.

EXR can be smaller in size: https://blender.stackexchange.com/questions/148231/what-image-format-encodes-the-fastest-or-at-least-faster-png-is-too-slow/148466#148466

Hello :). Doesn't the OP mean image textures used in materials, instead of an output file?

You're correct, ups, but my answer works both ways. PNG ofc. also takes longer to decompress as it does to compress.

I was referring to image textures for shaders. I almost always render in multi-layer exr.

Changed it, so it's more suitable.


text:
Rigify: Arm not Rotating Correctly
I set up the rigify human meta-rig, paying attention to bone rolls as described here. I calculated roll with shift-N then rotated to the roll with control-R accordingly. I calculated to +Z Global because this had all of the bone rolls consistent. Here you can see my rig with the axises. It appears to follow the rigify documentation. My bone rolls:
When I generate my rigify rig the arm axis rotations aren't aligned. See what I mean here:
In local space, with rotation point set to individual origins, when I rotate up on z I move backwards slightly. This would make for messy graph editing while animating.
Does anybody know what is causing this? I thought I got the bone rolls correct. How can I fix this?

I also think that the default rot of Rigify rigs isn't well suited for graph editor editing.
You can change this behaviour selecting the Metarig, then go to pose mode, select the first bone of the arm bones chain and change its rotation axis from "Automatic" to "X manual" in its Rigify Type preferences.
In a similar way you can correct bad axis rot in fingers (a very common problem), knowing that scaling the main control will force bones to rotate on X positive axis.
Then generate the rig.

Thanks. This solved the problem. You can see me previously working through the fingers here: https://blender.stackexchange.com/questions/42545/rigify-finger-controls-rotation-not-moving-correctly


text:
Geo Nodes: If Render Then Statement
I am working with geometry nodes in blender 2.93. I want different point distribute density depending on if the geo nodes are being used in the viewport preview or render. This is what I have so far:

Am I correct in thinking the "is viewport" node extracts a boolean if whether you are looking through the viewport or render?
I don't know how to make an if-then statement driven by a boolean with two values so only one of them is sent based on the boolean.

Yup, that's correct.  Here I'm scaling by isViewport, leading to instancing in viewport but not render:

Booleans will get cast to floats just fine, as you can see.  True gets cast to 1.0, false gets cast to 0.0.
For your purposes, you should probably run your isViewport through a map range node.  Then you can have a viewport max density (the max value, corresponding to isViewport = 1) and a render max density (the min value, corresponding isViewport = 0.)
I'd be awfully wary of this though.  Different behavior in render and viewport is difficult to debug.


text:
Set Vertex Colors as Freestyle Line Colors
I was trying to figure out how to make the Freestyle line colors the same colors as the vertex paint but couldn't figure it out. Is this possible? If so how do I do it?


text:
Color Management: Linear ACES to After Effects
I rendered an animation in blender with the sequencer under color management set to "Linear ACES". I saved them out as an EXR sequence. I was wondering what After Effects color profile I should use to interpret the footage for what Blender calls "Linear ACES" as there is no color profile of the same name in AE. I tried ACEScg and ACEScct to interpret the footage in AE but the colors didn't look right. What color profile is "Linear ACES" technically?

https://www.toodee.de/?page_id=1720

https://community.acescentral.com/t/aces-set-up-for-blender-using-ocio/2106

I actually used ACES OCIO for a little while, but found it cumbersome when choosing color profile for image textures and HDRIs. It seems weird native color management would have Linear ACES without any apparent way to use it.

OCIO is how color is managed in blender. Note that you can customize OCIO to use whatever color transforms you need by editing the config.ocio file and adding whatever LUTs you want to use.  Most HDRi use sRGB/Rec709 primaries.


text:
Geometry Nodes Snap Object to Ground
Is there a way to snap objects to the ground with geometry nodes. I mean along z vector to chosen object based on the original instanced object's origin. I am trying to stay within a stable blender build if possible.

In 2.93, the current full release, using only GN?  No.  In 3.0 alpha, using only GN?  Yes, if the release notes are accurate and it's not bugged out.  In 2.93, using something else in addition to GN?  Yes.
The easiest way to do this is not to use GN at all to achieve this, but to use an object constraint.  In 3D viewport, object mode, select the thing to which you wish to snap, shift select the GN object, and shift ctrl c (add constraint)->shrinkwrap.  On the constraints tab, edit this constraint to work in "Project" mode and enable "Project opposite."  This will shrinkwrap the origin of your GN object to the mesh, in the direction of its Z axis.
It will not shrinkwrap every vert of your object, just the origin of the object (from which all GN functions are measured.)  From what you wrote, it sounds like that's what you want-- but maybe I misunderstood.  Even so, if you want to use GN to snap multiple components to a mesh, you can use a shrinkwrap modifier (again, on "project" mode for shrinkwrapping in a particular axis) before your GN modifier.
Actual implementation of a shrinkwrap modifier would probably depend on exactly what you're after, but it's likely to be, start with a default plane, subdivide it simply a few times, give a SW modifier on project in both negative and positive (otherwise, defaults), then run your GN modifier.

Found this high up on google nad wanted to pitch in an answer.
This is now wonderfully easy with Geometry Nodes in +4.0 versions.

Get the target object
Get the "self" object
Shoot a ray from the origin of the "Self" object to the surface of the target object.
Subtract the first vector from the second
Translate the input geometry by the resulting vector

Note: Remember to use "relative" coordinates on the objects nodes.
See this image:


text:
Driving a Driver with a Hotkey
Is there a way to access a driver with a hotkey? I am getting tired of selecting a data block in order to drive a driver. I want a quick way to turn on and off many modifiers so I can toggle between high-poly viewing and low-poly real-time animation.

Just create ONE driver for all "show in viewport" or whatever you need and create ONE custom property in the scene which says e.g. Highpoly = False/true. And it that driver enable/disable your show viewport depending on that custom scene property. Copy this driver to all your "show in viewport" or whatever...

Thanks for the quick reply. I knew how to do this. I was looking for a hotkey or sidebar option to save going to scene properties if I have properties open on something more useful.

Hey @troy :). Keep in mind you can pin any of your properties tabs to be always visible

Although you answered part of Troy's question, I am also interested in finding a way to use a keyboard hotkey to toggle a driver on and off.


text:
How to handle cylinder with flat side?
I need to make this object

Currently is done by marking creases on some edges, like this:

First, is there a better way to do this ? I've tried with loop cuts near the edges but it doesn't look as precise as with creases.
The problem is that there's a little issue with the mesh here:

Is it possible to fix that ?

Maybe try this topology:

Result with a Subdivision Surface modifier:

How about this topology? https://i.imgur.com/uPybRZN.png It has the same flow (green), but also some pinching (red): https://i.imgur.com/IR8CagB.png

Yours seems to be a 32 vertex cylinder, I can't make your solution work properly with a 16 vertex cylinder...

@MarkusvonBroady... is there a snappy way you've made those little curved green arrows?

@RobinBetts ShareX https://i.imgur.com/8wNeW3U.gif

@RobinBetts could be done in geonodes too… https://blender.stackexchange.com/q/293728/60486


text:
Terrain and sculpting
I'm making a terrain by Blender Guru tutorial: https://www.youtube.com/watch?v=-VgtSL5ZpYc
I wanna sculpt my terrain(not using displament map), but it distort textures in circle...

I solved it!
I have the problem in shaders, used noise textures without connecting uv map:

Connecting like that:

Now its working perfectly!

Please use English on Stackexchange sites.


text:
Set value through variable
How can i set value of referenced variable but not the variable?
Hard to explain, here is example:
Var = bpy.context.object.pose.bones["Forearm.L"].constraints["IK"].influence #I saved influence into Var
#influence of that bone is 0.5
Var = 1 #But it didn't set to actuall influence, its just set to Var in code memory
#influence of that bone still is 0.5 but Var is 1 now

What exactly are you trying to do with this variable?

@lemon just checkin value and then change it

This is Python question in fact. First line does not get influence but gets the value of it. You should get c = bpy.context.object.pose.bones["Forearm.L"].constraints["IK"] then c.influence = 1

@lemon oh wow, that WORKS. Thanks!

I’m voting to close this question because it is not related to Blender

This is Python question in fact. First line does not get influence but gets the value of it.
You should get
c = bpy.context.object.pose.bones["Forearm.L"].constraints["IK"]

then
c.influence = 1

_ lemon

Nice : ) . Consider accepting your answer.


text:
How to find image usage? Outliner / Data API / Images

I try to shrink downloaded FBX files, sometime I succeeded, sometimes not. I try to find out what image I could not unpacked. Now I realize there are images what are packed in there (bleder file) but I could not see in the material properties. Where are they, how I unpack them?

These are possibly two different questions :).

To unpack an image, go to Image Editor and click the Unpack icon.
To remove unused images, select all and RMB > Clear Fake User.
All unused images will be removed after reopening your .blend file.
Only images that are currently in use will stay in the .blend file.

Unpacking a file

Removing images not in use


text:
scene ignores the object in render however view port doesn't?
i wanted to make a gun being showcased using motion tracking in Blender. However after i ran a test render i realized the object wasn't even visible so here i am to ask what the problem could be, im on the right layer and i have the objects in the right folder also every of these objects is set to visible at render. Anyone knows how to fix this?

Make sure under post processing use sequencer isnot checked

ok now i can see the gun or the background but not both of them... wich is.... wired. ill just finish the gun and make another project i guess

Sounds weird, screenshot might help


text:
Get rid of /reduce Noise in Cycles Render
Im new to 3D object creation(2 weeks at most) and I was wondering if there is a way to reduce if not get rid of the noise when rendering using the cycles render.
thank you for the answers.

Any basic tutorial for using cycles will point out how the number of samples works and what one can do to reduce the noise. I would suggest doing at least minimal amount of research and learning before using it. There are plenty of answers even here on Blender Stack Exchange: https://blender.stackexchange.com/questions/4980/how-to-avoid-noisy-renders-in-cycles

There are some general tips and guidelines, I am sure you can find something in Google as well, this article made a while ago is still today relevant and can help you to understand more about it:
https://www.blenderguru.com/articles/7-ways-get-rid-fireflies
Edit:
The guidelines are:

Use Bigger Light Sources (Bigger lamps or blurred HDRI)
Use Bigger Shadow Sizes
Use "Multiple Importance Sampling" for HDRs
Use 'Filter Glossy'
Check "No Caustics" (Trade-off losing some of the light information)
Use "Clamping" (Trade-off dampening highlights)
More Samples (Trade-off more render time)

For simple projects, I recommend you to enable Simplify:

Essentially it simplifies your shaders, mostly glossy shaders, to render faster, this will give you the advantage to increase render samples, thus, decreasing noise areas.


text:
Why are these dark patches on Cycles render?
Why are there dark patches on top of the tyres when i render in cycles?
They are not there in EEVEE or the shading section.

Looks like double geometry. Some object might be hidden for viewport, but visible for render. Check objects in the Outliner:

Here Suzanne is hidden for the viewport(eye icon), disabled globally in all viewports(screen icon), but visible for render(camera icon).
Make sure Outliner displays all of the wways to hide objects here:

Thank you, that makes sense, i checked that and all are visible on viewport.

Could you share the .blend file with the problematic object in it? You can use https://blend-exchange.com/ for that.