text:
How Can I Close This Gap Around This Deformed Cylinder?
Nothing I can think of with my experience has worked so far. I need a method to bend the object around the cylinder so that it sticks out slightly (same distance as the very bottom of the dip) all the way around without it losing its shape.
Manually changing it is inaccurate and hard to replicate on the othersides. If anyone has a method that squeezes them together (and the extrusion / spike that comes out the right) that would be awesome.

Consider [proportional edit].  Also there is a [mirror modifier] ... so you can do less work.  If you choose both sides at once you can move to the center point between them .. the [pivot point].  All these items have tutorials either here ....  Perhaps I understand half of what you wrote.  There is also push pull.  The Blender user interface allows you to find these as well as searching on the menus.   Tutorials will help.

Perhaps you can demonstrate one edit that did not work .. in a Blender Screen Capture.  The choice is yours.

Your base could start as a ring or torus shape.  This may allow you to follow the cylinder more easily ... than you can create the other blocky shape or use more than one mesh for the base if it suits you.  You may need more vertices in you base so that in can be formed more easily to the target. Do you have an image of a finished model that you can display in your question?

Loop Tools is an option ... https://blender.stackexchange.com/questions/51597/question-on-modelling-a-sword/51605#51605

do you have a picture of the real object?

Some Suggestions .. Not a tutorial
Torus with extrusions, vertex groups, shrink wrap.

Here is a low quality facsimile. I will write some simple things and not enough. Loop tools was shown in another link above.
The yellow cylinder.  The turquoise torus which is modified in edit mode.  So clearly the torus allowed fitting to the cylinder more easily. It has enough vertices for a nice fit. [Extrude] was used to produce the giant extrusion to the right. Then [Loop Cut] was performed to add the grid of vertices so that area can be formed.
The red mark on the right show 5 edges meeting like a box corner meeting a floor, produced by extrusion. A ring was selected and a [vertex group] was created.  [Shrink Wrap Modifier] was added with the Cylinder as a target and is depicted above. If you see terms in [] you do not know, you may want to see a tutorial. So now the vertices will conform to the cylinder when they are moved up (grabbed).  [Proportional Edit] is used. One vertex was selected and raised on the z axis. Nearby vertices followed in a smooth edit.
To the left some other vertices were chosen and put in a vertex group.  A shrink wrap modifier was added, with the box as target. This was added to show straightening an area. Clearly you can straighten an area in many different ways.  Note the red mark on the left where 4 edges meet.  To show a modelling [error], an extrusion was not used.  You can see the diamond shape stretched which you might not want.  No loop cuts were used, just to identify areas.  You may only need on shrink wrap.
I left big gaps in the visual .. you can reduce the gaps.  Please inspect and correct and optimize this work.  You can do better work than this.
Finally one area scaled.  Vertex group created on side and a Shrink Wrap.  You can press [apply] for modifiers.

Thank you for the help, I did what you suggested and it turned out great, Will be using it again on another part of my model

If you think this is an answer please select it as an answer.  You may also cast a negative vote if you do not like the answer.


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When I add a wall using archipack it comes without the default materials
Normally when you add a wall using Archipack, it comes with a few default materials (like inside, outside, cuts, etc.), but now when I add a wall there are no materials.
In console I get this message:
archipack: unable to add material DEFAULT for wall2

It happens only with walls. Windows, doors, roofs work as expected.
I tried deleting and downloading blender again but it didn't solve the issue.

what is your blender version?

The version is 2.91.0

did you try other versions? Which one worked?

I didn't try other versions. It worked on this one. I was changing things in Archipack prefrences so maybe that messed it up, but i'm not sure as I am pretty convinced that I returned everything how it originally was.

maybe there is a factory reset for those as well. I am not sure how archipack handles its preferences, but try to do a factory reset of blender and open a clean new session

It worked. I didn't reset whole blender first time. Thank you!

have a good new year ;)

Have a good new year too!

source: Stack Exchange

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

sort: votes


text:
Translate/Scale/Rotate along single axis using MMB jumps around erratically
I know I can constrain a translate/rotate/scale operation along an axis by holding  MMB and also holding X Y Z
But when I do that, the selected element jumps around erratically (along and outside the selected axis) when I drag the mouse.
Here is a gif of the problem

If you know what axis you want to move it on, don't use MMB.  Just hit g x (for example, to move in X axis.)

MMB is a shortcut to pushing X,Y,Z, don't hold any X,Y,Z key at the same time, just use MMB until the constraint is active, then let go of MMB. This should keep the movement constrained to the axis your mouse move along.

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


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Why is my edited video not rendering all as one?
I have had two different issues for rendering not as a playable whole video.
a) If I pick FFmpeg, The videos are titled WarriorHunters_0000001-61167, WarriorHunters_0010001-61167, WarriorHunters_0020001-61167 and it is three different videos, but for instance WH_002 has a "ghost" 00:00 - 25:00 and only has video there for 25:00 - 37:00.
b) If I pick AVI raw, it is a 430 GB (!!!) file that also launches and only plays the first 15 seconds before stopping.
It is worth noting, a lot of the seams in the FFmpeg version are near where I do long pan-and-zooms with keyframes.

Why are you using AVI raw? It is an outdated, inefficient and wasteful format. Most likely your computer cannot sustain the data rate needed to play such files. If your goal is just to playback the video files use mp4. It you are going to further manipulate the files use an image sequence and save as EXR.

I do not have much of an answer for the malfunction, except that your frame numbers are huge. The blender manual recommends rendering as frames if it is longer than 2,000 frames, but in this case I recommend rendering it in parts.
PS: The question does not have very clear information, and leaves alot of questions for the answerers to ask. What exactly do you mean by ghost? Does the video show 25 minutes of blank, or does the player just skip ahead? What codecs are you using with FFmpeg? There are several available. How do you do the pan and zooms?
That aside, what is your operating system and graphics card?


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How do you use "Ocean" modifier "Generate Normals"?
Sorry if I get things wrong. I'm still very new to Blender.
I am liking the "Ocean" modifier, but I've noticed that subdividing my meshes for displacement takes up a lot of CPU power. So I've been trying to experiment with the "Generate Normals" feature to create a normal-map and apply that to my mesh instead.
However, it doesn't seem like Blender detects this as a normal map, but instead as a bump map. In particular, the GUI has "Bump Mapping" icons available, which seems wrong to me.
See this picture for example.

So it looks like the ocean "displacement" texture is a bump-map, at least... the GUI seems to think its a bump map. But by my eyes, the preview looks like a normal map (or at least, has more than just "green" colors, so it probably is a normal map).
I'm relatively new to this however, so maybe I'm just not understanding things. As it is, my grid / plane has a very good ocean shape to it when I increase the number of subdivisions. However, I'd ideally prefer the "generated normals" instead, because normals are MUCH faster to render... and the "ocean" part of my real project is kind of a background-thing, so I'd rather not generate a high-poly mesh to smooth this stuff out.

Look at this sad render! Its so flat! I think it is clear that the normals are either not being generated properly, or are not being applied properly. EDIT: I've applied the "smooth" property to edges / faces / verticies. While things have smoothed out, it still seems like the normals aren't being generated properly, and instead Blender seems to be interpreting the data as a bump-map instead of a normal-map.
If it matters, I'm using "Blender Internal" for now. Most tutorials seem to focus on cycles, but My current project is all "Blender Internals" and I'd hate to switch to cycles all of a sudden.
EDIT: Blend File Available.

Can you include an image of the results you are going for? High quality self-occluding ocean surface is not possible without subdividing the surface and using displacement map / Ocean specific workflow. Normal maps on their own can't be used to drive geometry displacement, they only contain information of surface direction and are used for rendering gloss and ambient occlusion.

@kheetor: Honestly, I'm just trying to place a pool of water in the background somewhere. I don't need a high-quality ocean surface since it isn't what the camera will be focusing on, I just want something where waves are somewhat animated / moving. I guess I'm just trying to "fake" a murky pool of water without really eating up a lot of rendering cycles. I have a feeling that if I configured "generate normals" correctly, then the crests / waves would look a bit better. In short: I think this is the ideal situation for a "fake" normal map instead of real geometry displacement.

@kheetor Here's a youtube video that claims to use the bump-map method of ocean animation: https://www.youtube.com/watch?v=0tm_4Oq3Di8 . Its not quite as good as a fully generated geometry, but it still seems "good enough" for a lot of purposes.


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What are these called in the User Preferences?
I'm trying to customize my Blender Theme to make the colors easier for me to look at, but I'm currently stuck on where the Tool Shelves are located in the themes section of the User Preferences.

There are a few settings that control the tool shelf theme, such as Region Background, Region Text, Tab Active, Tab Background, etc. Note that each editor got its own tool shelf theme setting.

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


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Updating cylinder's properties using a scipt
I created cylinders using the bpy.ops.mesh.primitive_cylinder_add() command (I used this example). How can I update their radius (or any other property) using python script, instead of deleting the objects and recreate them?
I'm using those cylinders to display connection between areas in the brain, as part of an addon I'm implementing. I want to let the user to pick the radius of the cylinders (for rendering purposes), or to automatically change them according to the connections' strength (which may vary).

Creation is usually viewed as a one way operation with no long term guarantees.  Do you allow editing of the mesh such that the result is no longer recognizable to most people as a sphere? What is the larger picture of what you are trying to do?  You may get more help by answering that question.

My question is still the same above in the comments.  I tend to think at this time I can not provide any insight to you.  I do not understand your larger goal.  Please place you work in the question rather than a link.  Please state your experience with Python.

The link is just for the code how I created the cylinder. My end users are going to work wit Blender. I changed the layout and added some buttons. One of the options is to create connections between areas in the brain. I want to let the users the option to change the cylinders properties (like radius) after they created them. Does it make more sense?

An example using a custom property with an update method.
import bpy
from bpy.props import FloatProperty
context = bpy.context
scene = context.scene

def bond_strength(self, context):
    self.scale.x = self.scale.y =  self.bond_strength
    return None

# create a custom property on all objects
bpy.types.Object.bond_strength = FloatProperty(name="Strength",
                                               default = 1.0,
                                               precision = 4,
                                               update=bond_strength)

# adds a slider to UI object properties panel. # would be in a custom Panel
if True: # only need to run this once
    def show_strength(self, context):
        self.layout.prop(context.object, "bond_strength")
    bpy.types.OBJECT_PT_context_object.remove(show_strength) # put in unregister
    bpy.types.OBJECT_PT_context_object.append(show_strength)

# add a primitive
bpy.ops.mesh.primitive_cylinder_add(radius=1.0)

#create more
cyl = context.active_object  # newly created cylinder

for i in range(4):
    cyl = cyl.copy()
    scene.objects.link(cyl)
    cyl.bond_strength *= 0.5
    cyl.location.x += 2

You can set the scale of any of the XYZ axis in Python which can effectively change the radius.
You can also consider shape keys.
Since any mesh object can be edited we do have a worst case scenario.  Near Worse case scenario might be all vertices deleted except 1 vertex.

So given that I already created a cylinder, what script should I use to change its radius, lets say from 0.05 to 0.1?

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


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How to get a right click coordinates in 3d_view
I'm listening to the right click in my model operator. I wish to get its 3D coordinates in the 3D_view. I've tried the following code from here:
from bpy_extras.view3d_utils import region_2d_to_vector_3d, region_2d_to_location_3d
def mouse_coo_to_3d_loc(event, context):
    coord = (event.mouse_region_x, event.mouse_region_y)
    region = context.region
    rv3d = context.space_data.region_3d
    vec = region_2d_to_vector_3d(region, rv3d, coord)
    return region_2d_to_location_3d(region, rv3d, coord, vec)

But I got different coordinates from bpy.context.scene.cursor_location. I thought that maybe the context is wrong, so I used this code instead:
def mouse_coo_to_3d_loc(event):
    area, region = get_3d_area_region()
    coord = (event.mouse_x - area.x, event.mouse_y - area.y)
    rv3d = area.spaces.active.region_3d
    vec = region_2d_to_vector_3d(region, rv3d, coord)
    return region_2d_to_location_3d(region, rv3d, coord, vec)

def get_3d_area_region():
    for screen in bpy.data.screens:
        for area in screen.areas:
            if area.type == 'VIEW_3D':
                for region in area.regions:
                    if region.type == 'WINDOW':
                        return area, region

But still wrong results. Am I m missing something here?
**** EDIT ****
I should have mentioned that my addon is running in the graph_editor.

https://blender.stackexchange.com/questions/13450/how-to-get-mouse-position-in-a-window-with-python/13501#13501

What is the issue here? the code works as described.  Invoke the operator via button or space bar in 3d view.  Substituting setting the cursor location instead of moving context object sets the cursor location as expected.  What's the point of get_3d_area_region() above? will always return the VIEW_3D area  of bpy.data.screens[0] .. (or first with 3d view,  eg  "3D Full VIew" screen  in default file.)

Ah, sorry, I should have mentioned that my addon is running in the graph_editor. That might be the reason.

Get screen from context.screen or context.window.screen
Get the clicked area by looking at area coordinates, of each area, in the screen returned from context.screen or context.window.screen. Used the latter in example below, my tests suggest could use either.   The region can be obtained from the area.
    if event.type == 'RIGHTMOUSE' and event.value == 'PRESS':
        screen = context.window.screen # or context.screen
        def get_click_area():
            for a in screen.areas:
                if (a.x < event.mouse_x < a.x + a.width
                and a.y < event.mouse_y < a.y + a.height):
                    return a
        a = get_click_area()
        print("Right Clicked in %s area of screen %s" % (a.type, screen.name))

as mentioned in my comment, get_3d_area_region() above, will only return the first matching area it finds in the bpy.data.screens collection. For the default file will be bpy.data.screens["3D Full View"].areas[1] every time.


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Is there a simple solution to some of my mesh not moving with the armature?
I'm making a player model to use in a game and some of my mesh wont move. When I rotate my bones some of the mesh that should move with it won't move with it. I've looked at some solutions, but they were all to complex. Is there a simple solution?

hello, have you tried to correct the weight of the forearm in Weight Paint mode?

by that, do you mean to weight paint the entire arm red?

select the armature in Object mode, shift select the object, swicth to Weight Paint mode, select the forearm bone, paint the forearm in red. If it doesn't work, please share your file. You say that it's too complex, but you can't avoid that

How do I share a file with you? I weight painted the entire arm red, but it's like the mesh isn't parented correctly. When I say complex, I mean I found a solution that needs me to parent every part of the mesh to the bone I want to move it with.

upload here and copy paste the URL it will genetate: https://pasteall.org/blend/

Sorry I haven't been online for awhile, I was very busy. When I click on the link, It shows error 404.

yes it doesn't work anymore, try https://blend-exchange.com/

Here you go!

I'm not sure why some bugs happen but you should:

Remove the inner faces
Select all and M > Merge by Distance
Apply the Mirror modifier
Apply the scale of the armature
Parent With Automatic Weights
Make sure that the Bind to Vertex Groups option is enabled in the Armature modifier.

Can you give me instructions on doing this? I tried googling it but it didn't work.

doing what part exactly?

Removing the inner faces, merge by distance, applying the scale and making sure the bind to vertex groups is enabled.

in my opinion these are all basics of Blender, maybe you should learn modeling before rigging in order to fix all these problems

Ok. I'll go through a course, thank you soo much for your help

To learn both modelling and rigging, maybe follow some tutos by Darrin Lile or Sebastian Lague


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How to translate entire charecter forward relative to a bones movement?
I'm trying to create a root walk cycle with the imported Unreal Engine rig. Issue is, the root bone dosen't control everything. How would I take the movement of a foot and use it to move everything forward?
blend file attached

Select the armature, go to edit mode, Shift A to Add a new Root Main bone, place it as you like (I set it equal to world orientation), go to pose mode, activate "Kinematic Target", "Offset Bones" and "Control Bones" Layers, select theese five bones: "IK foot root", "IK Hand Root", "Root", "TB_upperarm.L", "TB_upperarm.R", then Shift select the new Root Main Bone (it has to be last selected, = Active bone), go to Edit mode, press Ctrl P > Keep offset.
Now the Root Main bone can move the entire rig, preserving previous animations.
Another simpler method is to animate the rig in object mode, with the downside that the animation will be stored in two different actions (one pose action for bones, one object action for the whole movement), making it less easy to edit and export.

It looks like the feet are sliding so it may be a bit more complicated?

Question, if I export the animation, would it fit onto other unreal rigs and play normally? (because their rigs wont have the root bone)

Also, the feet sliding is due to my animation errors, it should be that big an issue, right?

Once animation is done, the forward movement can be baked directly on the feet bones, and exported to others rigs. In that phase you will be able to fix sliding feet and others animation problems (like unbalanced weight of the body toward back and uncorrect pendulum movement of the arms).

Your solution works!


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Blender Scaling, Sizes
Im trying to design a piece for a mechanism in Blender, its x and y coordinates size should be equal. The z coordinate(height) should be a little higher. The size which is getting shown in my measurments is different.

The Scale is corresponding to the shown lenghts and heights, 1.6 and 1.2. But why does it say in dimensions that X is different than y when they clearly are equally big. I actually have the image selected.

There is a difference between scale and dimensions:


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How to open redo panel when calling an operator directly through code?
I have a question about activating the redo panel when calling an operator through code as opposed to using the Operator Search menu.
In the following example I call bpy.ops.view3d.test_redo_panel() but it only runs the execute method once without opening the redo panel. If I instead run the operator via the F3 operator search menu then the redo panel will show up.
Does anyone know how to get the redo panel to activate when calling an operator directly through code? Thanks for any help.
import bpy

class VIEW3D_OT_redo_panel_test(bpy.types.Operator):
    bl_idname = 'view3d.test_redo_panel'
    bl_label = 'Test Redo Panel'
    bl_options = {'REGISTER', 'UNDO'}

    test_int: bpy.props.IntProperty(name='Test Int', default=1)

    def execute(self, context):
        print(self.test_int)
        return {'FINISHED'}

def register():
    bpy.utils.register_class(VIEW3D_OT_redo_panel_test)

def unregister():
    bpy.utils.unregister_class(VIEW3D_OT_redo_panel_test)

if __name__ == "__main__":
    register()
    bpy.ops.view3d.test_redo_panel()

IIRC it's a feature.  The Last Operator Adjust Panel is a UX thing, so it is only available when operators are called interactively, which can be either through the operator search if they're registered, or through being invoked from a panel layout.  There might be a context override to support it but I can't find one.

@MartyFouts Maybe by overriding with a 3D viewport area / region ?

@Gorgious I tried that before I posted but it didn't work.  I tried several other ideas but there doesn't seem to be an override that fools Blender into thinking its interactive.  I searched the usual places and couldn't find any references to such a technique in chat or devtalk either.

I'm aso interested on this. If I'm not wrong, in theory using 'INVOKE_DEFAULT' will simulate that the OT is called "like an human" (from the search bar or from clicking a button). So, again, in theory calling  bpy.ops.view3d.test_redo_panel('INVOKE_DEFAULT') should work.
But it doesn't ._.


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I can't add the skin modifier anymore
So I was following a tutorial on making a character in blender using the skin modifier and I forgot to duplicate my dude so I can later add the armature. Now, I want to add an armature using the skin modifier, but whenever I try to add the skin modifier, blender crashes. What do I do now?

Hello and welcome. As it stands this question is unanswerable and was put on hold for lack of essential details to understand the issue. Obviously only you have access to your scene, so unless you describe it thoroughly you alone know your exact setup, settings and what steps you took to arrive where your are now. Describe in detail what the issue is, supported by accompanying screenshots with the [edit] button above. Don't post comments or ask a new question, editing will automatically queue it for review so it can be reopened.

Also This is Q&A site run by volunteers, we are not programmers nor in any way associated with the Blender Foundation, decision making nor development process of the software. For bug reports please see Where to Report a Bug


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Issues texture painting an asset in cycles after applying Texture Atlas
I've working off a tutorial where I've created a texture atlas for a helmet and now the next step is to start texture painting. When I swap over to texture paint mode, I cant apply paint and I cant figure out whats going on. Image link is posted below. I'm working in Cycles. Would appreciate any help, this is driving me mad

https://i.sstatic.net/Y3J1h.jpg

Your brush is set to Subtract mode, try switching it to Mix (as your image is black i.e. 0 subtracting. from it won't have any effect). And the image isn't shown in the UV editor so you won't see in the editor what is drawn, only on th emesh.

I gave that a shot but still nothing. I tried the add brush as well but that didnt do anything either :(

When i looking your picture it's obvious you din't create a texture first and plug it in node editor for cycles. i'll will link a tutorial how to proceedTexture Painting | Quick start for cycles

Already took care of the node editor when this post was created. Node editor is hooked up yet still can't texture paint http://imgur.com/a/NBJah

For anyone else who has this issue and stumbles upon this thread, I figured it out. Under the stroke options of the texture paint menu, I had the stroke method set to CURVE. Changing it to SPACE fixed the issue entirely.    http://imgur.com/a/NBJah


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Why is the mesh deformed when sculpted with Subsurf modifier?
I am creating a pillow for my couch.
But when I click on my base, it just deforms it like this:

Does somebody know how to fix it?
After ticking dyntopo it looks like that...

Welcome to the site. See http://blender.stackexchange.com/questions/8685/what-is-the-difference-between-a-subdivision-surface-modifier-and-multiresolution. Use Multires modifier instead.

Or you can tick Dyntopo in the left toolbar.

Doesnt help much ((

I solved the problem by clicking apply subsurf modifier )

I wonder how that didn't help much.. Your cube was probably default one, and geometry was being added only by Subsurf. Sculpting mode needs geometry to allow details. Sculpt does not work with Subsurf so while sculpting mesh with Subsrf it treats the mesh as the one without any modifiers and hence (in your case) without any geometry. By applying Subsurf you created geometry necessary for Sculpt - but that's quite bad practice as there won't be any flexibility.

You don't want to use a subsurf modifier. If you apply it, it will be incredibly slow or far too low poly. For sculpting, use the multi-res modifier like this:

Otherwise, dyntopo is very easy to use (although the resulting topology is less than desirable). Here is a sculpting example with dyntopo:


text:
Why does the plane disappear and cube fall when I start the game?
When I play the game the plane disappears and my cube falls. I've tried changing the physics but it still falls. I'm following this tutorial on Youtube and I have problems understanding it.

Please don't put links in question titles. Use the title to describe your problem specifically, so it is easier for people to recognize if they can help you, and easier for others later to find the information if they have a similar problem. In the body of the question, please be specific about the physics settings and what you have set up. Sceenshots can be helpful.

@JacobDalton This LINK might be helpful to you.


text:
Cycles and other addons dont work anymore
After i downloaded Blender 2.79b I got some problems...
i tried to install Flip Fluid. But I got tons of errors.
After that Cycles has stopped working. I also got an error message after I tried to activate it again in the User Preferences.
I deleted 2.79b and got back to 2.79.
But still the same error.
I also tried to install a older graphic driver (installed the newest at the same time i downloaded 2.79b).
I also set blender back to the factory settings. But still nothing changed.
I realy dont know what do to anymore.. hopefully one of you guys got an idea =)
ps. there also pops up an error message if I try to open "Release log" "blender store" ect.
thanks for your help and sorry my english x)

Win 7 / 64 Bit
Nvidia Geforce GTX 770

My guess is you've stuffed up your user addons folder.  Type bpy.utils.script_paths('addons')  into the python console. You will see a list of folders.  The one in your user folder, the result of this command bpy.utils.script_path_user() is your user addons folder.  Try renaming it temporarilly from addons to addons_bup and restart blender.  (You will not have your user installed addons)  If this removes the error above edit your question, or comment and can proceed from there.

thanks for your help. But if i type in that command i get also an error. Isnt it weird that the reinstall did not fix the problem ?

The reinstall doesn't touch your user files. See this link which details addon paths. Search your system for "addons" folders. Rename the one that is in a user path. It's my guess that the files from flip fluid and in particular __init__.py have been installed incorrectly in this folder. (Rather than in a folder within the addon folder)  Do you have a link to the flip fluid addon.?

... if that addon (or another) has a module named "types" and it has been mistakenly installed in your addons file then it will cause an error similar to the one you are getting.

Good one, write up an answer it may help someone else. Could try cleaning addons folder by removing files using  modification times.


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How to make a sharp edge on a mesh
I'm trying to model a battleaxe and I'm trying to sharpen an edge I created and so far using bevel, extruding and scaling doesn't do anything but mess it up.

Is there anyway I'm able to make the end of the mesh converge at a sharp angle?

When I scale it down it looks like this
https://gyazo.com/4cedad51f7955f7d4ebfee8fe5ec28a2

First, choose another Pivot Point, e.g. Median Point, second, scale with Proprotional Editing enabled (O). It's correctly written in the answer that you have too much edge loops already, although it's possible to scale with them if you really need them.

Woah there! that subdivision you did is what is holding you back at the moment.
You'll want to change the edge flow in order to be able to fix the curvature in the way you said.
It should look more like this:

However, there is a way to give this mesh the shape you want, even in its current state.
Step 1: select all the faces that will be starting the edge.
Step 2: hit E, right click and then Alt+S then drag your mouse until you like how it looks, then left click.
Step 3: select the angular edges that you want to get rid of.
Step 4: hit X and select dissolve edges.
Here is an image explaining the process:

Can you please repeat the steps? I don't think that the steps you wrote work because when I extrude it, the top corners start to stretch and it starts to look weird it doesn't stretch like yours in step 2. I also tried to dissolve the edges and it doesn't work.

Never mind I just decided to restart and do it the correct way. Only took like 10 mins to redo it. Next time I'll make sure to plan it out rather than just start modeling and running into problems later on.

You have to hit E to extrude and then right click. after that you'll want to hit alt+s

also there must be an edge running through the middle of the faces (as shown on the image)


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How can I create One single UV mapping space with 3 or 4 different Uv mapping from different objects?
I have a doubt , I am making assets for my project. I've 4 different objects , for example a candle , a rock , chest and one bottle , all these props have got their own UV mapping coordinates.
There is the "AtlasTexture" - their own UV map made with the TextureAtlas addon...

How can I create an AtlasTexture with previously baked Cycles material on texture space ? (UVmapping is done for every object).
I noticed that IF I create Textures first the AtlasTexture, whenever I try to scale the UV from respected Textured Objects, the UV on the Atlas becomes distorted.

  In their own UV maps for every single object I use Cycles baked textures, BEFORE  to create an atlas , I think the textures will become distorted...

Links seem broken. Please fix

Have you tried the Atlas addon?

Yes I try with the Atlas addon, even the Multi editing addon, is the same ,at least in the essentials...but I think the problem is in "average scale" and  "pack island" this stuff sometimes make issues...cause for example I ve texture the chest and when I try to pack the island for the chest, it self crash on the scale, which means the texture I ve made make ugly distortion on x,y,z...

I never had an issue with distortion and I am using the Texture Atlas add-on pretty often. Three essential tips: 1. Always apply the size to your object.  2. You need to unwrap all the objects before using the add-on. 3. Don't use any other unwrap options than no_unwrap, then proceed with "StartManualUnwrap". Oh, and don't forget to finish with "FinishManualUnwrap".

perphaps my workflow is bad, I have texture painted all my objects, then I use cycles nodes to combine with the TexturedDiffuse I ve made on internal.... I ve make individual UVs mapping for all the object, then I use the atlas and suffers the distortion on the "chest" object... but the distortions appears whenver I use the "Pack island" ...

http://imgur.com/a/pgmrX see this picture , for example the chest, the original and first UV was the real size of the chest, but when I create an atlas texture I must scale the chest...cause I need space for the rest objects ( 4 on scene) , but if scale the chest to make space, (I put the island down to the right, (as in the pic) but if you see the 3dviewport is a mess.

Well, what is shown on your screenshot is exactly what I asked. You unwrapped a chest. Textured it with image textures. Created Texture Atlas. Decided to resize UV map to map all the UV islands into UV space. All the textures became .. unexpected. And obviously, because new coordinates for UV islands no longer correspond to ones which were used for texturing. So do not scale / rotate // anyhow edit UV map after texturing (or remake texturing).

can you recommend me the workflow? I think I must resize all the uv first, apply the average scale ? can I avoid the Pack island? cause I think sometimes the "pack island" deform the  space that I ve designed for objects, but sometimes I use "rotate" to keep the size .

The "Pack Islands" feature is not intended to be used after you created the texture map with the Texture Atlas add-on. You create the Texture Atlas, use average scale, move the UVs around or use "Pack Islands" and then bake all individual texture maps to the texture atlas.

The face displays the texture according to their UV coordinate and pack islands only moves UVs so you will have to make sure you move the pixels in the image file accordingly as well. Often you achieve this by making your atlas UVs a separate UV layer and texture bake a new atlas image afterwards. Look into Blender texture baking tutorials.

http://imgur.com/a/qorTS  this is the result for one object, I have averaged scaled and then Pack island and then scale and put it near the top and the right size of this UV map for Texture Atlas , notice I ve 2 UV map, one is the original UV for every object and the second UV map is for Atlas .


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Anton Balazh Ocean Material
Anton Balazh has an amazing relief map with the best ocean material I have ever seen.  This link has several examples: http://unofficialnetworks.com/2014/06/detailed-relief-maps-show-worlds-mountain-ranges

I am close to recreating the land (although more than happy to accept recommendations on improving that as well!) but the ocean is well beyond my current capabilities.

I have found several tutorials on creating some good looking procedural ocean materials (some of my favorites include avoiding a tiled looking ocean simulation and Prevent ocean from behaving like a mirror) with one of the best being https://blenderartists.org/forum/showthread.php?320054-Test-Tutorial-Realistic-tropical-water-shader-in-Cycles
The challenge is I'm using images from NASA (http://visibleearth.nasa.gov/view_cat.php?categoryID=1484&p=1) to both texture the land and create the height field.  NASA has posted a bathymetry map and a ocean mask, but I can't figure out how to combine all of these to get the subtle ocean bathymetry effect and depth coloring effect.  To complicate matters even more, I prefer using the highly detailed images which don't have a premade ocean mask.
Any suggestions are greatly appreciated.  Thanks!

Maybe it makes sense to combine the ocean height map with the terrain height map, then add the ocean geometry at the correct level. They seem equally exaggerated or intensified, too, so don't be surprised if you need to increase the intensity of the displacement.

you can use the tif bathymetry as a mask with a math node set to greater than 1. I'm also trying to use it with a color ramp to get shades of blue relative to the depth, but it doesn't give any good result :(

I think the simplest solution here is to use your ocean depth map as a transmission input on a principled shader node. Apply it also to Subsurface Strength. Then you can change the subsurface color to that pretty cyan shade. For additional depth, duplicate the node with the depth map only applied to transmission on the second one, and play with the strength slider and base color until you get that really dark blue you're after. Then mix the two together using the depth map again to drive the mix shader.
Alternately, if you don't have a separate depth map, you can come close enough for your purposes by making a black-and-white image based on the satellite information you have. You can always adjust the strength with a color ramp in Blender.


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Emitting Light from Object
I'm trying to create a semi-transparent wrapper around a light source. This could be gems, brightly lit console buttons, magical semi-transparent glowing fruits, whatever.
Anywho, I tried the approach outlined in another Stack Exchange question (transparent BSDF wrapped around an emission source), but the effect looks quite different from theirs. See the image below. I noticed in their example .blend file there was a field labeled "normal" applied to the transparent shader node that doesn't show up on mine. Is there a step I missed?

It should look like this:

Partially, but I'm also curious about the normal attribute on the transparent shader, that doesn't appear as on option for me at all.

The post you linked to is using a translucent shader, you are using a transparent shader.

Transparency vs. Translucency
Transparency simply lets light pass through the object, only changing the color and intensity.  Translucency lets the light through as well, but it scatters the light on the opposite side from which it struck the surface.

Translucency and transparency are the two basic types of transmission, they are akin to diffuse and glossy in terms of reflection.

Ahhhh, I feel dumb now. I looked at this for a solid 45 minutes trying to figure it out. Thanks a lot! :)


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Scale/Dimension change when I add a curve modifier
First, I have created both a plane and a curve object, then I adjusted their dimensions as desired. Noticing that the scales of both changed with the dimensions, I press CtrlA after the re-dimensioning of each of the objects, with that object being selected alone.
Till here, everything is fine, both objects have now the desired dimensions with a scale of one.
The issue is: When I add a curve modifier to the plane and choose the curve previously created in that modifier, the plane dimensions change for some reason! :s
Any idea why?!
EDIT:
Link to an example blend file:

Go to the modifier tab of the plane object and select the curve called Circle to see how the dimensions of the plane change!

Screenshots and a ~.blend file uploaded to a site like Blend-exchange might allow someone who wants to help give a better quality answer.

I tried to upload a .blend file, but I got a 'fatal error' when I pressed upload on Blend-exchange :s

@cegaton Thanks for the note, I added it in the edit

@MrZak The plane is supposed to just move from its current position to become centered around the circle curve. It should have nothing to do with subdivision. To get what I mean, try creating a circle and a plane without any dimension modifications, and apply the curve modifier to the plane. You will see that the plane does not change dimensions. My final goal is to add an array modifier before that curve modifier and sweep the plane around the curve.

You might want to edit your question as it doesn't include all the details. Is your goal to spread copies of the plane along the curve ? Should these copies be animated (so move along the curve) ? Or do you like to just create big plane by Array mod and make it curved by Curve mod ?

The question is complete, the array is to be added later on after fixing the dimension issue. For now, I just want to apply a curve modifier to a single plane, and avoid having this plane awkwardly changing dimensions :s

But if u want to know where this is heading, I am planning to spread copies along the curve to form a road, no animation... Anyway, this is not related to my question here.

I found that my curve had radius scaling. Once I set it to 1, it resolved immediately.

Solution Found!! :D
Modifying the dimensions of the objects in EDIT mode solves the issue. It seems that my previous method of modifying dimensions in OBJECT mode does not actually modify the dimensions but applies a transform to the objects. And when the plane gets associated to the curve via the modifier, it seems that the transform of the curve gets also applied to the plane, which results in the weird change in dimensions I was observing.
Anyway, problem solved... Thanks to all those who tried to help!

there should be a better way ?

Solved my issue as well thanks. Seems that this could be a checkbox on the Modifier.. Something that says: Preserve Plane

This scaling problem happened to me too. I noticed that at some point I modified the curve radius by selecting all the control points in Edit Mode and pressing Alt + S. After I reset its value to 1 my object looked okay again.

This is the only way I have found to 'fix' vertex scaling issue on curves converted from mesh objects. Thank you.

from Reddit:

The curve actually is read from the first control point of the curve.
And begins bending at the origin of the mesh (but this can be changed
  based on the offset of the curve origin to the object origin), While
  being rotated based on the rotation of the curve's first control
  point.
So the setup i usually go with is set the first control point in the
  curve to the origin of the curve (0.0,0.0,0.0 by default). Then extend
  the second control point in whatever axis you're going to curve in.
  You can hold [ctrl] while moving and rotating to snap it. If you have
  difficulty w/ the the bezier curve, try a nurbs curve with the first
  two control points set to xyz 0,0,0.
Then parent both the mesh object and the curve to an empty. Then on
  the mesh object press [g] to grab, and then [x] , [y] or [z] depending
  on which axis you're curving on, then you can just move and rotate the
  empty to move the whole object. You can move on the local axis by
  pressing the axis clamp button twice, so to move on the local x axis,
  you would press [g] + [x] + [x] , this way you an still tweak it after
  rotating the empty.

You can preserve the size of an object with a Curve Modifier after applying the curve's scale by deselecting the "Apply Properties" checkbox. This will automatically adjust the "Mean Radius" setting in the curve's Transform Properties to preserve the appearance of your object containing the Curve Modifier.
You can further edit the Mean Radius setting manually in Edit Mode by pressing N to open the Sidebar and adjusting it there, or interactively by pressing Alt+S and moving your mouse or typing in a value, as already answered by Matias Pereyra.


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Fire appearing unclear & dark on render
On default view, the fire appears as bright.
Yet, on when it is rendered it appears as a red dull smoke
The image on the left is Solid view port shading, while the image on the left is in Rendered view port shading:

My aim is to closely replicate how the fire looks in Default to Rendered.
These are the material settings of the domain:

I trully need help

Welcome to Blender.SE. Rendered fire has nothing to do with what is shown in the viewport (except for the fact it's availble for rendering if material is present); rendered depends on material which should be changed to get your desired result. Please attach a screenshot of your domain material settings.

Hello Sir Zak,
here is the link in imgur for the screenshot http://imgur.com/a/cGzUG
It does not have any custom properties

@MrZak I have explained to John the "BSE way" of how to handle answers in comments, and I have flagged his answer accordingly. Please post this as an answer yourself, if you would like credit :-)

The way how fire looks in viewport isn't much related to what would be rendered. It shows 3 basic things:
- the simulation was cached and is available for rendering;
- the direction of the smoke and / or fire propagating (up / down / etc);
- rough forms of the final simulated effects.
All other details aren't really shown in the viewport, like thickness, scale, color, density etc. of the smoke / fire.
Generally, preview in viewport is accessible just after running simulation; no materials needed. To render that simulation you will need to add a volume material which will tell render engine how light behaves inside of that volume domain, how much light scatters, how much light can pass through, how much light is emitted and so on.
In Blender Internal this is done with materials set to "Volume" type (run Objects > Quick Effects > Quick Smoke to test how basic setup looks like). As fire renders in your case, it has volume material; it's just that it behaves a bit not as expected. As desired result is to get fire of shiny colors, all that is left is to change some settings of the material.
Depending on your needs, in your domain's material settings decrease Emission to something around 1 and Scattering to around 0,1 - 0,9; that should give you the effect you're aiming to:

Note: smoke and fire textures of Voxel Data type were used in this example. This is not discussed here as it's whole another topic, albeit related; Quick Smoke was used to get their setup quickly.

Emission will control how much light is emitted by the volume because of some processes happening there (note - sources of outside light are not taken into consideration). Fire is one of them and it should use that option because it produces light (along with energy) while burning. From manual:

Some volumes can emit light where there was none before, via chemical or thermal processes, such as fire. This light is generated from the volume itself and is independent of light coming from external sources.

However if emission is set too high (like 2 or more) with Scattering set high too it will produce effect of dark volcanic smoke and not fire. This seems to happen mostly because the options work independently - scattering effect doesn't know what's going there with emission and amount of emitted light doesn't care how much of outside light could travel through; hence strange (and / or unexpected) effects that could be produced.
Scattering controls how light travels through the volume (i.e. fire in this case) and make adjacent amount of the former not to reach distant parts of a volume. From manual:

The amount of light that is scattered out of the volume. The more light that is scattered out of the volume, the less it will penetrate through the rest of the volume. Raising this parameter can have the effect of making the volume seem denser, as the light is scattered out quickly at the ‘surface’ of the volume, leaving the areas internal to the volume darker, as the light does not reach it.

By playing with these options you can create different effects; e.g. if setting emission to some high value like 150 and Scatter to 0.2, kind of fire of low burning temperatures will be achieved:


text:
Why blender splits my imported model in pieces?
I created a model in Sketch-Up (Sketch-Up detects it as a solid, a closed hull, where all faces can be seen from outside).
Then i exported it as Collada  .dae.
But Blender splits 5 faces off and converts them into separate objects, each one out of two faces, one face lies flat on the other one.
This is the link to the original-sketchup-object
This is the model in Blender. Main part moved to set the separated objects :

Why does this happen?

Your link to the original sketchup is pretty much useless, since you need to be logged in to download it. Please provide a converted file that can be imported into blender directly and can be downloaded by everyone without the need of an account.

i don´t know how to upload a .dae-file.

Well its pretty unusual workflow, so dont aspect everything to work.
however maybe blender can save your day
make sure to join all loose objects  (border select on screen and join them).
Next in edit mode try verticles remove doubles.. if your lucky itss all connected afterwards
next recalculate normals.

i can better draw my stuff in Sketchup, but need it in blender to turn it into building-blocks for a game, called "space-engineers"

I can't find verticles remove doubles?


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How to select all objects in a scene?
How do I select everything that is inside of my scene OBJECT wise? I have too many objects in my scene for me to select them all with Shift + RMB

How about pressing A once ow twice (depending on whether something already was selected) ? You might want to unhide everything hidden with Alt+H before that.

All objects except lights and cameras?

Related - http://blender.stackexchange.com/questions/44422/how-to-select-all-using-the-keyboard

@p2or I would like to know this, also except paths etc

To select every object in the scene press A. This makes to select / deselect everything depending on whether something was already selected. So if there's something already selected press A twice.
Note that there can be hidden objects in the scene, which won't be selected without unhiding them. You can do that by pressing Alt+H to unhide and then proceeding to select. See hiding / unhiding everything but selected objects; also toggling visibility of object in Outliner.
If you'd like to select everything in scene depending on some category then you should use Select Grouped menu which can be accessed by Shift+G when in Object mode. To select only meshes select one, access menu and choose Type entry. Same with any other type of objects.

See more about selecting in selection tools wiki


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Makehuman rigged model appear all purple in weight paint mode
When I click on my rigged character(mhx rig) from Makehuman in Blender's weight paint mode, it's all shown in purple. I can't see weights of any of my bones.
I am not sure what's happening here. Please help.

I've seen this happen on a few models I've come across, but its an easy fix.
To see the weight paint, you need to unhide and select the deformation bones which are tucked away in Object Data under Skeleton - Layers. Ignore the Protected Layers bit.

I don't have a MakeHuman model handy, but this pic shows where the deformation bones are for both Rigify and Pitchipoy, labeled with a DEF- prefix. Keep in mind that you may no be able to move DEF bones directly, so keep the both this layer and the bone control layer active (holding Shift and click on the layer).
Both these rigs also have hide/unhide buttons for all the different parts at the Properties Panel, not sure if yours will also have it.It works the same as above only that the buttons have names for the part they are assigned to.


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Accidently pressed Y on mesh
Hello Blender community.
I was working on something when I accidently pressed Y with a part of mesh selected, and now that part is not with the mesh anymore and can move around freely. I didn't notice this when working on it so can't do Ctrl+Z anymore.
Is there any way to.. attach the parts again?

If You didn't move that part yet, select all in edit mode, press W and choose Remove Doubles.

thx man, this fixed it for me

However, when I try to solidify it, the textures go like inside the mesh, anyway to stop this from happening?

Press CTRL+N to recalculate normals. That should fix it. If that's not because of normals, it's possible, that one or more vertices of the loose part didn't merge with the rest, cause was to far. If this is the case, check which one would that be and merge vertices by selecting the one from loose part and then the one from the rest of mesh and Alt+M and choose At last.


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Why Mask brush in Sculpt mode won't paint mask?
I'm trying to create a layer on the head of my character from which I'm going to create  its hair.
My problem is that whenever I use the Mask sculpt brush, neither nothing is colored nor any change is applied. I think this problem is caused by the fact that something is blocking me from using Sculpt mode. In fact if you look at my screenshot closely there is a dotted line along the Toolshelf menu and in the bottom of 3D View editor.
Can anybody help me please?

I use this video as reference.
It s a timelapse video therefore i'm not able to see all the settings the author uses.
P.S. I'm not sure if a material or a UV map is needed, anyway I don't have them yet created for this model.

Can you upload your .blend file to http://blend-exchange.giantcowfilms.com ? Then we can take a closer look at your problem.

whenever I try to upload it, the file just lies there for ages so i' ll just e mail it to you.


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Drawing/editing spline shapes. How?
I have been using 3DS Max for years in my profession as an exhibition designer, I use extruding spline shapes quite often.
A simple example would be drawing a rectangle to the size I need and extrude to the height needed. This obviously went into more complex shapes with rounded edges etc. I find it easy to create custom walls and shapes that way. Is there something like that in Blender? I have looked but the curve tool is nowhere near as precise and starting with a plane and editing it misses functions such as offset etc.
I know I should use poly modelling or something, but speed is important to me and the spline way is very fast and precise for me. Is there a way to use it in Blender or a plugin I could use?

https://blender.stackexchange.com/questions/71640/modeling-with-curves-coming-from-c4d/71660 Also see https://blender-addons.org/flexi-bezier-tool


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How to create ship painted metal panels material?
Can someone tell me how i can get similar bumps on a surface as the images below

So far i have just unwrapped the hull and used the following material with a musgrave texture.

The model can be downloaded here
I would like to add some realism on the hull so any advise is highly appreciated!
P.S Rendering with cycles.

What have you tried so far, and where are you having trouble exactly in the process of creating the material? Are you using cycles or EEVEE? Please read, What is the problem with posting an image (or link) and asking “How do I do this?”...

@Timaroberts thanks for your comment. I updated accordingly!

thanks for the edit, much clearer now :)

First, the initial results are good.
I would say don't connect the same thing to both normal sockets.  Do use the clearcoat normal (and I'm a fan of including whatever level of microdetail you want) but consider mixing in much larger scale imperfection as well, to try and coax this type of imperfect reflection from the clearcoat layer.

Make another bump node for the surface Normal socket.
Perhaps this type of wave texture:

And maybe add (clamped) some noise in for good measure:

Awesome! That's very helpful! Thank you!


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Cloth is going through the collided ball
I want to create an animation that, when the ball collied with the curtain, the curtain should shake a realistic way but in my animation, the curtain goes along with the ball, and it's very unrealistic. I have tried so many things. But couldn't get a good result. Give me help with this scenario.
This is what I get,

For the ball, I added Collision physics and for the curtain, I added Cloth physics as well as subdivision surface.

The vertexes in the curtain are getting stuck inside the ball--You'll want to increase the collision distance:

Is this distance enough or can we increase the distance further?

I increased the distance and now the cloth is not coming through the ball but the behavior of the cloth is very unrealistic after the ball gets hits. D I need to bake cloth and ball?


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UV transformations in UV Editor are not updating in the 3D Viewport
I UV unwrapped an object in my scene, then scale transformed the UV islands to make the faces proportionally similar to how they look on the object. However, I noticed none of the changes I make in the UV Editor are reflected in my 3D Viewport. As you can see in the image below, the scale of the texture in the 3D Viewport is vastly different between the faces despite the scale of the UV islands in the UV Editor. The scale is off in rendered view as well. Any idea how I would apply the changes I made to the object's UVs to the object?
I've tried applying the solutions that were on threads for similar problems by adding a Texture Coordinate and Mapping Node, and making sure I have the right UV Map set to render in the Object Data Properties, but neither of those solutions seemed to work for me.

Your image texture looks flat.  Your variation is coming from the normal map, which isn't using UV whatsoever-- it's using generated texture coordinates, which are totally unrelated.  Unplug your normal map to verify the problem.  If you want to control your normal map via your UV, use UV instead of generated texture coordinates for it.

Ah, I knew it had to be something dumb I did in the nodes! Switching the Texture Coordinate node's output to UV instead of Generated fixed it. Thank you very much!


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Removing constraints & adding objects to group by python
I have a very basic script which I hope to do a couple things at once, but I am stuck at removing the constraint, and the group_link fails.
bpy.ops.constraint.delete()
and
obj.group_link(group='Ties')
What am I doing wrong? Note: the group does exist, it even has 1 object in it just to be sure. :)
EDIT:
Everything here works, now only to solve the constraint removal. :( :)
import bpy

for obj in bpy.context.selected_objects:

    ### get last 3 digits from object name and save them as objNumber
    objNumber = obj.name[-3:]

    ### set object as Active
    bpy.context.scene.objects.active = bpy.data.objects['Cube.'+objNumber]

    ### add Boolean and set the target to Cube
    bpy.ops.object.modifier_add(type='BOOLEAN')
    obj.modifiers["Boolean"].object = bpy.data.objects["Cube"]

    ### remove current constraints and add Copy Transforms, with target set to an Empty with the same number as original object
    bpy.ops.object.constraint_delete()
    bpy.ops.object.constraint_add(type='COPY_TRANSFORMS')
    bpy.context.object.constraints["Copy Transforms"].target = bpy.data.objects["Empty."+objNumber]

    ### moving to layer 10 and grouping to group Ties
    #bpy.context.space_data.context = 'OBJECT'
    obj.layers[10] = True
    obj.layers[1] = False
    bpy.ops.object.group_link(group='Ties')

bpy.ops generally works on the active context object, which is only one of context.selected_objects generally index 0, always context.active_object.  You can set the context object in a script with context.scene.objects.active = obj and use the operators. However you can add a constraint via con = obj.contstraints.new(name, type='COPY_TRANSFORMS') and then set its properties with con.target = empty.   Will put together as an answer if required.

Thank you for your reply! Everything except the constraint removal works for me now, but the bpy.ops.constraint.delete() still throws an error about wrong context ... though the bool modifier, new constraints and grouping all works

Found a solution! I don't understand the code yet but it works :D https://blenderartists.org/forum/showthread.php?251076-bpy-ops-constraint-delete-How


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Realistic Car back lights [Cycles]
So I was working on a night scene with a model of a mustang. My scene looks similar to this:

I was wondering if anyone knew how to produce the glow of the rear lights; how they start orange, but are red around the edges.
This is what I have tried so far:

The light source is a point lamp behind the glass.
Any help would be appreciated!
Edit:
Here is the lights isolated from the rest of the car:

Here is the wireframe:

the four dark circles are the front lights
there is a point lamp behind them and the back grey part is glossy with 0.2 roughness
Edit 2:
Changed to Filmic colorspace:

Edit 3:
Final Render using Luke D's suggestion:

Edit4:
Here's the blend file of the rear lights:

Edit5:
Second Render after Luke D's suggestion:

I think it came out rather nice.

Could you please provide more screenshots of this model back lights? Or just the name of the model itself. It looks to me like the inside of this light is colored.

Make sure to use "Filmic" Colorspace, your intensity of the lights is not quite high enough. Also show use the wireframe of the glas or upload a model.

I just added the wireframe and isolated image of the rear lights. I also changed to filmic color space

Final image with Compositing:

Different Color Ramp and Mapping node setups.

Scene overview:
Scene has three elements Emission source, Glass mesh and mesh to enclosed both of them. Also HDRI lightning.

Emission source:
Three Spheres with Emission shader mixed with Transparent (pure white, #FFF) by Light Path > is Camera Ray. We don't want to see'em.

Glass mesh and material:
Material:
Most important thing here. It's colored Transparent Shader mixed with Glossy by Layer Weight to have glass like reflection and to let light go trough. Don't forget to set Mapping node accordingly to your mesh.
You can control how much white, orange and red color you want.

Mesh:
This is just quick mesh created with Poke Face.

Final thoughts:
I've used also Glare node in Compositing to have nicer overall look.

Blend file:
Without HDRI lightning.

Roight. Will try this and get back to you

right so this kind just doesn't work with the scene I have put up an image of the final render using this method

@Grimlock
Strip only light part from the blend file and upload it to: blend-exchange.giantcowfilms.com It's hard to tell just from the screenshot. Maybe it's because of the mesh behind the light. If it's not white diffuse it could lead to such result. Did you check my blend file? Is there everything ok?

I just uploaded the model of the rear lights

@Grimlock It's because you have set Clamp Direct (4) and Indirect (1). Setting it back to 0, 0 bring light strength to normal.

I'll look into it amd get back to you

I just rendered out an image with those settings and it worked; I've put up a rendered image. Thanks a lot :)

The white in the shot isn't from the colour of the bulb; it is from the colour blowing out on the image capture device. Hence adding white to a colour ramp, like lightsabers and fire, might not quite be the desired effect in more contexts. Lean on the synthetic imaging transform and increase the emission.

@troy_s white in Color Ramp is for full transparency: https://imgur.com/nHHHJwN


text:
What can cause Bones in Armature to change despite the poseBone.Matrix being the same?
I have an armature that is in a bindpose. I apply different matrices as bonepose.matrix with location scale and rotation in it at different times and frame them.
When I print out the matrix values the values are the same at frame 1 and at the last frame.
But the armature behaves strangely at frame 1, not on the other frames. but at frame 1 it has a different pose than at the last frame this despite me applying the same matrices.
What can cause this?


text:
Can't get final rotation from bone that is rotated

This bone is rotated, but no rotation is in the outliner, when I query the bone rotation I get the identity matrix. I can't seem to get the propoer rotation values, I have tried the matrix that takes in constraints and drivers as well as other matrices, and I have tried switching to other spaces too.

Do these posts answer your question?
https://blender.stackexchange.com/questions/81537/get-bone-rotation-in-pose-mode-using-python
https://blender.stackexchange.com/questions/244806/get-local-child-bone-rotation-using-python

The first one is about the orientation of joints which I think I can get through getMatrixfromAxisAngle or something. I get the axis and angle from roll and vector in the edit bones. I'm gonna do some tests with the second one. Will get back on that.

The second didn't help.

The rotation of all bones can be retrieved as shown below.
import bpy
import mathutils

obj = bpy.context.object

if obj.type == "ARMATURE":
    for bone in obj.pose.bones:
        translation, rotation, scale = mathutils.Matrix(bone.matrix).decompose()
        print(f"{bone.name}: {rotation}")

While in pose mode it is also possible to get the rotation of the currently selected bone through:
import bpy
import mathutils

obj = bpy.context.object

if obj.type == "ARMATURE" and obj.mode == "POSE":
    bone = bpy.context.active_pose_bone
    translation, rotation, scale = mathutils.Matrix(bone.matrix).decompose()
    print(f"{bone.name}: {rotation}")


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How to locate outliner
I suddenly lost my outliner! (Where all the items are listed)! how to locate it? or get it back?
I was roaming around but its gone!
please help.

https://youtu.be/8XyIYRW_2xk?t=63

No, I lost it. :'( I wish there were some default workspace to which I can go back if I mess up the  interface. it's just gone! I restarted. all the work I have done so love gone! I am crying now.

If you saved the file nothing is lost.

I didn't save. anyway I practiced again. My gain.

Next time just push the + button on the right of the workspaces names, select "Layout": it will create  a new default workspace.

And you can go to the menu "File" > recover > autosave to recover last files, even if not saved yet.

Thank you so much! @joshsanfelici


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Property panel gone
I dnt know what it's called. But it keeps disappearing. how can I bring it back and make necessary adjustments when I need to?
Thank you.

You can't! Once you start the next action, that panel is gone for good. That applies when you add an object as well as with certain operations such as bevelling. The only thing you can do is use Ctrl-Z to go back a step and start again.

it will disappear as soon as you'll do a new action, but you can still try F9

So suppose I bevel something, segment is 9, then I do something else. 5 minutes later I want to increase the segment into 12,  you say I cant do that in Blender?

yes, unless you use a Bevel modifier for example

wow! Thank you. never knew this.

@RussianBlue Using these tools in Edit Mode is therefore often called "destructive" modelling, since it usually changes the mesh irreversible (apart from undoing the action) or at least it's much more complicated to get back to the previous mesh. Using modifiers for beveling, subdividing etc. is a "non-destructive" way to model. The advantage is of course easy adjusting settings later in the process among other things. Disadvantage is that you have no real geometry to change manually in cases where you might want to do that. Then you need to apply the modifier > destructive.

@GordonBrinkmann I cant express my gratitude enough for letting me know this, Thank you.


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Mirroring objects
I have created one tree. Leaves have one origin point and the body has another. Later I parent them.
I keep copying them by alt+d. Suddenly I want to Mirror it to avoid  monotony. When I applied Mirror modifier I see nothing happened. Later I realized in this tree I have two origin points, one for leaves another for the body.
How can I mirror such complex thing which has two origin points?

I would suggest that for the ones you want to mirror, take a copy of the original (leaves and tree) and join them (Ctrl+J) rather than parent them. This will leave a single origin point for the bunch and will be much easier to work with when mirroring, etc.... Granted, this will mean you now have 2 objects which you are instancing from (at least for the trees), but I don't think it will make a huge difference performance-wise.

I started blender two days ago only. I am following  a tutorial  where the tutor does this. Mirroring them is my Curiosity. In that course the guy just alt+d the tress.

Mirror modifier is not used the way you want to use it here, it's generally used to symmetrize a topology, not to duplicate an object in a scene. Also the Mirror modifier will use the origin of the object as center of the symmetry, so if you wanted to create a symmetrical tree you needed to move the mesh away from the origin (or move the origin).
Also, do you have a reason why you don't join the trunk to the leaves CtrlJ? As Christopher says it would make sense to have only one object.
Instead of using the Mirror modifier you could link duplicate the object with AltD then press SX-1 or SY-1 and you'll have a mirrored version of your object and the meshes are still linked.
You can also use Collection Instances instead of Linked Duplications, see here.
Also some rotations on Z and you won't realise that it's the same tree.

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


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How to hide panel
I dnt want this gap between the screencast and gizmo. How to hide or make it go away. No way I can unflap it. I want the gizmo attached/below to the options.
Thank you.

what does it give if you press N?

Awwwwwww. it goes away.!! come again another day! hahaha. Thank you

Just press N and wait until the panel retracts on the right

I cant accept answer in 3 minutes? I have to wait for 3 minutes? weird

I know where N is in keyboard. :@

I try to be as helpful as possible

hahahahahahhahah

also as you are blue maybe your finger is not orange

lol. you drew a finger to point N! I cant stop laughing!

+1 for the step by step illustration :DD


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Eliminating Extra face
I have some questions. I need answers, Please.
1-  If an extra face exists inside of an object why it is considered as a problem? Nobody is going to see them, right? Why we have to remove it?
2-   Extrude a face vs. select a face and then ‘G’ and then drag that along with any axis – what is the difference between these two procedures?
3-  Scaling an entire object in Edit mode and scaling an object in object mode is there any difference between these two?
4-   So if number one is right procedure (to eliminate extra faces) then why sometimes when we insert one object into another and keep modeling, without erasing the overlapping part- that is considered okay. Nobody seems to bother in this case (attached image).

1- Who said it's a problem? Extra faces can become issues in specific situations, but that's not an absolute rule.

Okay. In a tutorial the tutor kept erasing extra vertices. But he is okay with overlapping. So I am confused.

It's impossible to tell why he was erasing the vertices because I don't know the context. You'll have to be more specific.

https://www.youtube.com/watch?v=WFzIbz2FN28&list=PLn3ukorJv4vs_eSJUQPxBRaDS8PrVmIri&index=4

please watch from 15.27

In that case the problem is not that there is a hidden face, the problem is that there ware duplicate vertices creating faces that were as thin as an edge (so they had zero area). This can happen when you extrude and cancel the extrude and doesnt undo after. It's an issue because it will cause shading problems. Also if you use a modifier like subdivision surface, it will be glitchy in that area.

Wooooow. Great explanation.

Who said it's a problem? Extra faces can become issues in specific situations, but that's not an absolute rule.
Extruding doesn't move the existing face, it creates new faces that extrude out from the one you are extruding from. This might not seem clear if your extruding a whole side of a cube, but try subdividing the cube and then extruding only one face vs. moving the face and you will understand the difference.

Let me illustrate.
My cube:

Moving one of the faces up:

Extruding that face instead of moving it:

Yes. When you scale the object in object mode you are changing the scale parameter of the object. This can make modifiers behave differently because it's as if they change the object in base scale, so things like the bevel modifier can get stretched or seem to be at the wrong scale if the object's scale is different than 1, 1, 1. When you scale the whole object in edit mode you are actually moving the vertices, and the object's scale parameter remains the same.

I think you are trying to extrapolate from a specific case when someone told you an extra face was bad. It's not always the case.

Thank you so much. I understand now. How did you make your grid like that (light ash). it's so cute. How can I do same. this black grid line makes blind.

It's not my grid that is light ash, it's the background. I'm using and HDRI image as the background in the world shader.

Hey, if you think my answer was helpful please upvote it and mark it as the solution by clicking the check mark, please

How can I change the background?

Go to the shader editor and change the shader mode to world (if its not already) and then you can add an environment texture from you computer. Look up some tutorials on how to change environment texture.

Thank you soooooo much.

To add to Alexandre Marcati's answer, inner faces are bad in single meshes, because if you give your object a Subdivision Surface modifier  it will create artefacts:

Also you won't be able to create a loopcut on this part as a loopcut can't cut through an edge that is common to more than 2 faces:

Thank you Moonboots. Yeah now I know.

:O Super cool answer.

I'll give you simple answers:

This may cause further simulation errors. For example, you want to select a vertex in the middle of an object, and there is another polygon inside. And you will select not the vertex you need, but the one that belongs to that polygon and continue modeling. And it's good if you immediately notice the error.
Large. Face extrude adds extra vertices in the same place where it was, but G does not. In fact, Extrude is the main modeling command, and G(move) is just a transformation of an existing mesh (moving vertices and nothing more).
Yes. When scaling in object mode, you change the Scale parameter in transformations, but when scaling in edit mode, it doesn't. Sometimes this is needed when animating, for example, when you create visual images of bones from meshes. But if you're just starting out, just don't worry about it just yet.
This is normal for static compositions. For example, visualization of interiors, etc. In general, the renderer can calculate object intersections. But for scenes with animation, this is also not suitable.

Thank you for you kind reply.


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Display object only in certain animation
I got two object "Rabbit" and "Knife" with armature.
I need to show Knife armature in "Cook" animation only, and hide in other animation.
Animation:
1. Cook(knife displayed)

Walk(Need to hide knife)

Does anyone know how to do this?

Dirty way, but help me sometimes. In pose mode scale to zero bone that controls Knife

@SergeL Thanks to your suggestion, I tried your method, but the knife will scale to zero in both Cook and Walk animation.

It seems you have keyframed scale only in one animation. But you should keyframe scale with value of 1 in Cook action and with value 0 in Walk.

In pose mode scale to zero bone that controls object
Just insert keyframe for scale with zero value.
But if you perform switching between actions, bones will inherit values from previous action (true only for non-animated values). To override zero values, you have to insert keyframe with value 1 in all actions, where object is present.

I modified a little bit about my project structure, and added two key frame into these two animation, and it worked!!! in different way LOL.
My knife refuses to scale to zero then be disappeared.
https://imgur.com/a/ywtrUWp
But I got your point and it's really helpful, thanks.


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Rigify->Generate Rig doesn't create all rig layers in the properties ui
For some reason, after clicking Generate Rig for my armature I only get the following rig layers:

Torso, Fingers, Arm.L (IK), Arm.R (IK), Arm.R (FK), Arm.R (Tweak), Leg.L (IK), Leg.R (IK) buttons are all missing. The controllers themselves are actually there, but I have to manually unhide them using Alt-H or switching bone layers.
Adding a default metarig in a new empty blender file, and then using it to generate rig with Rigify correctly produces all of the above, so the problem must be something with my armature, but I have no clue what might be causing this.
EDIT: I was able to solve this by adding a new metarig into the scene and copying all the bone LocRotScale properties from the old one, using the script provided in this topic (thank you sambler): How to copy position, size from one armature to another?. Whatever the problem was, this fixed it and spared me from re-rigging everything from scratch.

To make this more useful to others, could you post your edit as an answer? That way if someone with the same problem searches for questions about it and see this one, they will see it has an answer and are much more likely to get the information they need.

Reposting the solution as an answer as requested.
I was able to solve this by adding a new metarig into the scene and copying all the bone LocRotScale properties from the old one, using the script provided in this topic (thank you sambler): How to copy position, size from one armature to another?. Whatever the problem was, this fixed it and spared me from re-rigging everything from scratch.
The only thing I had to change in that script was my source and target armature names at the top:
import bpy

source_rig = 'metarig_old'
dest_rigs = ['metarig']

############

bone_data = {}

def edit_rig(rigname):
    bpy.ops.object.mode_set(mode='OBJECT')
    bpy.ops.object.select_all(action='DESELECT')

    bpy.data.objects[rigname].select = True
    bpy.context.scene.objects.active = bpy.data.objects[rigname]
    bpy.ops.object.mode_set(mode='EDIT')

edit_rig(source_rig)
for b in bpy.data.objects[source_rig].data.edit_bones:
    bone_data[b.name] = (b.head.copy(), b.tail.copy(), b.roll)

for arm_name in dest_rigs:
    edit_rig(arm_name)
    for b in bpy.data.objects[arm_name].data.edit_bones:
        b.head, b.tail, b.roll = bone_data[b.name]

bpy.ops.object.mode_set(mode='OBJECT')

in Blender 2.9
import bpy

source_rig = '_old.metarig'
dest_rigs = ['_new.metarig']

bone_data = {}

def edit_rig(rigname):
    bpy.ops.object.mode_set(mode='OBJECT')
    bpy.ops.object.select_all(action='DESELECT')

    bpy.data.objects[rigname].select_set(True) # ------------------------> NEW CODE
    bpy.context.view_layer.objects.active = bpy.data.objects[rigname] # ----------> NEW CODE
    bpy.ops.object.mode_set(mode='EDIT')

edit_rig(source_rig)
for b in bpy.data.objects[source_rig].data.edit_bones:
    bone_data[b.name] = (b.head.copy(), b.tail.copy(), b.roll)

for arm_name in dest_rigs:
    edit_rig(arm_name)
    for b in bpy.data.objects[arm_name].data.edit_bones:
        b.head, b.tail, b.roll = bone_data[b.name]

bpy.ops.object.mode_set(mode='OBJECT')

How To Run The Script

go to the Scripting workspace
click the New button in the text editor to create a new text data-block
copy the code from above and paste it into the text editor
make sure the values of the variables source_rig and dest_rigs match the names of your armature objects
click on the Run Script button (▶)

I had the exact same problem. I compared my meta-rig bones with those generated when creating a new rig.
Switching to Pose Mode and selecting the missing bones, i have found out the problem under the Rigify Type section for the selected bone.
The Rig Type was missing and bbones segments were not properly set as in the reference one.


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photorealistic scratched Brushed alluminium
I want to do a brushed alluminium piece (quite like a cylinder with little rounded corners) but the brushing is radial on the top and then linear on the sides. Making two textures is inconvenient and not seamless.
How I can do this with tha material nodes?
(I thought about 2 displacement maps but I couldn't make the thing work)
heres is a (blurry) photo of what I exactly want

Here Is What I Currently Have

Have you tried messing with the anisotropic shader?

Yeah I'mUsing the Annisotropic shader but the material isnt scored

In addition to the anisotropic shader you need a Tangent Node (shift + "A" > Input > Tangent).

I allready did that But men you Brush alluminium you score it and that create the anisotropic effect but the actual piece is scored in circles or in lines depending on how you did it and I know how to apply a Displacement map But in this case I will have to apply 2 of them and I don't know how to do it (Maybe with math nodes)

OK i found the answer so I post this for other people:
I used only one bump map and I just streched the texture over the cylinder
(I used This texture https://www.poliigon.com/texture/metal-radial-001)
Here is the Uv map

here are the nodes

here is the result


text:
Geometry nodes and physics?
Can Physics be used in conjunction with Geometry Nodes (Blender 2.92+)? I have a attribute sampled plane using a scaled Cube as the point instance. I would like to apply a gravity (Rigid Body World/Collision) effect, but, nothing happens.

There is a "make real" node or something like that coming in the works. I'm sure this will be available at one point, but it is not the main focus of the project currently.

Thank you @Gorgious. Given your high reputation, could you please add a "geometry-nodes" tag to the Blender exchange?  I think that it will get used often...

Good point ! I'll discuss it with the other users :) As a heads-up generally we don't dive too much into features that are not yet officially released on this site, because it might change drastically from week to week

Thank you.  I've searched and searched.  This was kind of a last resort.

In the meantime this is where you can get information on the matter currently : https://devtalk.blender.org/t/geometry-nodes/16108


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How to attach multiple objects to an armature?

How do I move the yellow earrings along with the goblin head movement?
I tried joining them all but it didn't work.

first delete all vertex group, second, click in earrings, click in armature, go to pose mode select just bone head and press ctrl + p, select bone


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Smoothing Edges of a Stain
How is it possible to smooth the edges of a blur of an image, through material nodes?
It must be after the node color Ramp which cannot be changed.

Blurring a color in the shader would require sampling its surroundings, which is a very expensive operation. While you could add the color output of a noise function to the uv coordinates and thus randomize them (making them unsharp), there is no clean solution to this problem.
I'd recommend blurring the texture in an image editor. You don't even need two image nodes as you can de-blur the image again using the threshold of the color ramp.


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Binding One Mesh to Another
I have 3 meshes: female feet, male feet (a shape key to female) and shoes.
When I morph the first mesh into the second, I need the third to follow. Binding shoes to female feet with Mesh deform is not an option since  the former are bigger than the later and are not being fully affected.
Is there a way of achieving it without scaling the shoes or feet?

I think the problem comes down to preparing two objects: feet (2 shape keys: male and female) and shoes (2 shape keys: male and female) and those shape keys have to match. Then right-click on the value of the second (not base) shape key of the feet, "Copy as New Driver", go to the value of the second shape key of the shoes, right click, "paste driver". Now all you have to do is to modify the 2nd shape key of the shoes so they fit well on the feet.

Perhaps a shrinkwrap modifier on the shoe? But to be honest this might be a slightly more complex setup.
Some others ideas:
Use a driver linking shapekey influence to a shapekey on the shoe.
Use shrinkwrap but with a simpler mesh, that in return influence the high res shoe through a mesh deform.
Got to see your file for more help.

One possible way is to solidify some faces of the foot into a shoe and use shape keys to morph.


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How to merge seperated Edge into Mesh?
I have a seperated Edge Loop that intersects with another mesh.
Here a simple example:

I tried Boolean, Knife Project and Intersect Tool (this post) without succes.
My last idea is to subdived the edges of the cube, position the vertices and merge them one by one. Is there any better solution?
How can i make it one mesh so that the Cube contains the Edge Loop?
Thanks for your attention.

Cut away all the connecting edges between the top and the bottom of the cube. (check the edge select -> remove only edges)
Join both meshes.
Select remaining edgeloop on top (top side of the former cube).
Select the edgeloop to introduce.
"Bridge Edgeloops".
Select the edgeloop you introduced.
Select remaining edgeloop on the bottom.
"Bridge Edgeloops".

simple and good solution. So as I please.thx

It could also be nice to cut the cube with the edge, but i wasnt able to manage that.

You can extrude your edgeloop outwards (Extrude, Enter , scale +shift Z), join with the other mesh, use "Intersect (Knife)", remove doubles and clean everything up


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Removing doubles corrupts UV mapping
When I remove doubles from my mesh the texture becomes corrupted:

But the UVs are the same so I don't know.
Somebody know how can I fix it ?

Removing doubles is best before texturing because it can change mesh (especially if there were double islands in UV map), see if helps - http://blender.stackexchange.com/questions/46406/removed-duplicated-points-texture-completely-warped

I tried this but it didn't worked, the textures are the same. (I did the same thing like you) I uploaded my blend file :    (in this blend file the doubles of the mesh not removed)

The situation in your case is a bit similar to one in the linked post in the comments, except for the fact that here are 4 islands overlapping and they do that in a bit more difficult way (see below). In the next screenshot you can see what you can get from "one" island on the UV map if selecting and grabbing them out:

Left - original UV map, right - all islands revealed
The problem however is that you can't just select those revealed islands, select adjacent faces in the mesh (Keep UV and edit mode mesh selection in sync) and delete them. Some of overlapping islands are those which should be preserved (meaning if repairing this UV mapping).
So to delete only double faces you should find only those which do not affect UV mapping as you see it. In order to do that:

With all islands revealed check Keep UV and edit mode mesh selection in sync in the header of UV / Image Editor.
Unselect all faces and use B (Border Select tool) to select one of revealed islands.
Move selection in UV / Image Editor and you'll see texture changing in 3D Viewport. The trick is to find those faces which do not move; those are the doubles and the ones which should be deleted.

Repeat that for other islands; once finished you'll get not very nice UV map and mesh with texture looking the same. The Remove Doubles operator won't affect UV map any more and you'll be able to delete remaining double vertices:

The UV map will look like partially stolen, and I don't think you can automatically gather it back again. However quick and dirty solution will be to select former overlapping islands and move them back to main ones (not the best solution though).

The checker texture isn't packed in blend

I've got a new question about this: How can fix the dark parts ? (these are can be see in solid mode) http://www.kepfeltoltes.hu/view/160506/blend1_www.kepfeltoltes.hu_.png

@Vettel.Sebastian This is caused by custom split normals data, see similar situation or  http://blender.stackexchange.com/questions/39646/what-does-it-mean-when-my-angle-setting-under-auto-smooth-greyed-out. To handle mesh without those black areas most likely you'll need to delete it (though there are ways to handle with that data). If you have any questions about that ask them as new question. Btw file linked in question still has some doubles, here is one fixed - http://www.pasteall.org/blend/41735

Thank you for the reply and for the fix, what did you do with the model to be smoothed like that ? I want to do it myself too for practice (I tried to remove doubles and clear custom split normals data but it was not the same result as yours).

In your case clearing custom split normals and recalculating normals will be enough to get rid of black areas. Keep in mind that all edges of model are marked as sharp, so Smooth shading won't make them being smooth; to change that select all, Ctrl+E > Clear Sharp. If you have any specific questions about these operators or other ones which weren't answered on this site please ask a new question.

I found a the most easier way: I just need to select the surface faces in 3d view and delete them, then I can use remove doubles. If I had known this I could save hours before.


text:
Coloring multiple blocks at once
When I attempt to color multiple blocks the originally selected block is the only one that is effected.
I have created a plank tower that I intend to change from being white. I'm having issues transferring all the blocks to a new color. Can someone please help?

Do you ask about materials for objects? Or compositing of rendered image?

Setting the material normally will only affect the active object, not all selected ones.
To fix this, change the material like you just did where it only affects one object, then press Control + L, and select Material, and it will copy the material to all other selected objects.
Hope that helps!


text:
How To Have A Rig In The Same Scene Twice
I downloaded a rig of the internet, and want to know how to duplicate the rig in the same scene so I can have two in one file.
Is it possible? The rig is Z Animation rig.

please dont write the title or description in all caps

your keyboard its broken or something?

All uppercase letters is perceived as  shouting   Like making a Scene at a Seance

select the armature in object mode , press a and then press shift D and drag and click to move


text:
How to eliminate black stripe on the horizon from HDRI textures?
I was wondering how can I eliminate the black stripes when I render HDRI textures. I'm new at the HDRI world.

make the ground larger and model some environment, hills, trees, buildings, etc. to create some skyline.

Alternately, you can use a map node with HDRIs, just as easily as image textures. Go to your world tab in your node editor, and plug it into your HDRI.


text:
Difference in rendered texture and model texture
So i applied a smart uv unwrap and the image texture seems to be different in rendered and non rendered. The first view is perfect, but the linked image below is still completely buggered. Any ideas?

also i never made a seam cut in the object, does that matter?

There's some information missing, what render engine, what material looks like, is object scale applied (Object mode > CTrl+A), are there any UV vertices in UV map pineed (UV editor > Select all > Alt+P) etc.

http://s345.photobucket.com/user/DaOrkyBitz/media/full_zpswwtorfbm.png.html


text:
Is it important to model a car to be subdivided in all quads or will tris work?
Merry Christmas Everyone
I'm having a hard time modeling a car.
My true question is, is it a must that my car model will be made only of quads? I tried this method but it seems like I'm creating unnecessary vertices than I should. I understand that it is crucial for it to be all quads instead of tris if one is aiming for a clean edge flow.
After I model the car I plan on adding a subdivision modifier. So should I use triad on places that it is required or should I use quads to manipulate my way through disregarding the extra vertices it will generate?
I'm so stuck. These page was intended by me to have all the problems I'm experiencing outlined, but I leave the rest to whosoever that can give me a way throughout my issues. [sigh] help please!

sometimes you must use tris, but could you please show some examples of problems you came through?

When tris get subdivided, they become quads. Use tris in your mesh sparingly.

At regular intervals or when you're finished with modelling, you must check for double points in mesh before unwrapping or rendering. To do that, select entire mesh, press W and remove doubles. Note: Doubles occur when you use mirror modifier. So always remember to remove doubles before ever rendering - otherwise you will have rips in rendered mesh.
Whenever I get stuck on topology, I always go to Pinterest for ideas - TONS of ideas and sources for inspiration. If you haven't got Pinterest, it is time that you start a new account there. Pinterest is where you pin pictures to your boards: those on topology, node compositing, alpha brushes, etc.
In this link, my board is called Mesh Studies and I collect others' topology works. I have those for hands, feet, faces, etc.
https://www.pinterest.ie/ritag2/a-mesh-studies/


text:
Texture paint with face selection masking now shows wireframe
So by default if you hide parts of the mesh and go into Texture paint mode and turn on Face Selection Masking the parts are hidden and there is no wireframe.
I toggled something so it shows up now and the other parts are visible too and that is global, I got no idea what causes this.

Use built-in facility to include screenshots please. As to the question make sure that Wireframe isn't enabled for the object itself. If that doesn't help provide more info about what Blender version do you use (since your screenshot is cropped), whole viewport window, UV map of the mesh etc

I found it out, this was caused by the edge split modifier.
With it being visible it looks like this.


text:
blender does not show information
I was following one tutorial and there the tutor selects some vertices and it was shown lower right (how many vertices etc.) corner of the interface. But in my Blender interface nothing pops up in lower right if I select anything!
I want to see how many vertices I have selected. How can I activate it?

Press right click on the status bar:

Alternatively, you can turn on statistics as an overlay:


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Weird Remesher result
I'm in Sculpting mode and trying to remesh a simple geometry but getting weird result. The only way I found to solve this is solidifying the mesh but I wonder if is it possible to remesh flat planes in Blender as we do in zBrush. Thank you!

Your mesh must be manifold in order to produce a proper remesh result.
The easiest way to do this would be extruding the faces downwards by a very small amount, or as you did before by solidifying your mesh. From my own experiences the blender remesher is not able to remesh non-manifold meshes.