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Rigging Pistons Mounted to Rotating Bases
Need to rig a piston where each half is mounted to a different mesh that rotates on different axis. With regular pistons this could be accomplished with Damped Tracks, but this won't be enough in this case.

When either Foot_main_bone_l or Back_toe_left_l rotate, Back_toe_piston_base_left and Back_toe_piston_upper_mount_left_l need to rotate to align the Back_toe_piston_upper/lower_left bones to align. The Example_pose demonstrates what the end goal of both halves of the piston aligning when the foot rotates.

When Damped track isn't enough, an IK chain can do the job:
In my example I added A2 to bridge between A1 and A3, and moved B3 and A3 to be perfectly aligned with their pistons.
Set every bone as connected parent of the previous bone in the chain.
Then add to A3 an IK chain of 3 bones targeting the head of B2, add to B3 an IK chain of 3 bones targeting the head of A3, select all 6 involved bones one by one and lock their IK rotations as needed:
A1: X and Z locked
A2: X,Y,Z locked
A3: no locks
B1: X and Z locked
B2: Y and Z locked
B3: no locks

Did you align A3 and B3 to align in pose or edit mode?

In edit mode, they need to be aligned in rest pose.

Sorry for the late response, but for this step "Then add to A3 an IK chain of 3 bones targeting the head of B2", are you selecting A3 then B2 and using Shift + I (Add IK), or are you adding extra IK bones in the same position as B2?

No extra bones, select B2, shift select A3 (A3 has to be the Active bone), press Shift I, change "Chain Lenght" value from 0 to 3.


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Symmetrized Bone Issues
Symmetrized the left-side bones. Right bones are labeled with _r. On the right side, the Bicep_Main_r mesh has been assigned to the respective _r bones, but when rotating or transforming them, they deform as so:

Another issue is that these bones should be on the right side (but are in the correct position in Edit Mode):

Lastly, rotating the left side mirrors the rotation to the right:

As you can see if you select one of these vertices, they should only be part of the vertex group called Bicep_connector_bone_r but they are also assigned to Bicep_connector_bone_l:

To remove them from this vertex group, select all these parts with L and remove from the vertex group:

For the small bones it has to do with the constraints you've given, I'm not sure how you want to make them work but the values of the Transformation constraints are very high and make the bones go away, and the Clamp To constraints make them stick to another object.
As for the third question, same as the first one, the vertices of the arms are not assigned to the correct vertex groups.

source: Stack Exchange

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

sort: votes


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Move Bone Along Path with Constraints
Trying to move multiple bones along a path when another bone rotates. When the forearm bone rotates, Bones 1 - 3 should move down along the path into the box. I can set the bones to the path, but I don't know how to translate the Forearm bone's rotation to Bones 1 - 3.

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


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UV unwrapping not working, point appearing at the bottom left of the image
everything is in title and picture, I just don't understand. Can you help me?

check that you have applied scale to your model.

You have to mark seams or use the smart uv project function. https://docs.blender.org/manual/en/latest/editors/uv_image/uv/editing/unwrapping/seams.html

It worked ! Thank you !


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Weird shapes appearing on smoothed object

Hello,
It is me again. I am having an issue when I try to smooth my cat, as you can see on the picture, weird shadings appear at the corner of the eyes. It is also showing up when I am adding subdivision to my object, edges are getting more pitched, I don't understand why. Do you have any idea?

It looks like overlapping faces which as a result are shown as poorly shaded. It could be due to doubles in the mesh as geometry looks like simple and clean. Select all (at least in eyes area) and remove doubles (in 2.8 it seems it's Merge > By Distance)

maybe also normal that are flipped? In that case just select all in Edit mode and shift N to recalculate

Normals were flipped! I followed your indication in edit mode and it worked! What is exactly a flipped normal? How does it happen?

See https://blender.stackexchange.com/questions/43462/why-do-normals-exist and https://blender.stackexchange.com/questions/3606/why-are-some-faces-in-my-mesh-darker

Thank you very much!


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Opaque always change to alpha blend after export as .Fbx
I quite new to blender just start model my first model. After I finished and export with .fbx file. I found out that my export model blend mode changed from opaque to alpha blend like this and I dont know how to solve this problem. Hope you guys can help me.


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How do I fix weird clipping glitch on my Object with Image Texture?
I am currently working in Blender in Eevee and getting a really weird glitch where I can see random faces of my object in front of the faces I should be seeing. For example, in the image below, I can see the inside of the box although it has a front which I should be able to see instead. This face now appears at the back of the object?

The image above is how it looks in Eevee's LookDev, Renderer and Cycles LookDev mode. The only one it is correct in is Cycle's Render although the colour is really washed out. This was made using 'Images as Planes' addon.

Thanks in Advance!

Is backface culling off, maybe your normals are facing wrong way, turn on face orientation and check it? Also yes it is washed out(or white) maybe because your background color is too strong? Because there are softened shadows I assume that you are using white color background with strenght 1 or higher and it lighten your object

Hi, Thanks for your quick reply! In viewport shading I have backface culling turned off, no idea how to check in the other views. Think my normals are all okay, blue faces are all facing outwards, think that's right? Finally, I'm using a HDRI to light it so I'll try turn that down a little and see if that works, still unsure of the view glitch however ...

The problem that you have faced known as sorting problem:
https://docs.blender.org/manual/en/dev/render/eevee/materials/settings.html#sorting-problem
I believe you have exported images using Import images as planes, that sets transparent mode to Alpha Blend by default.
When you are using alpha blend, it sorts objects based on object centers (origins), but not on meshes.
How to fix that?

Moving origins to geometry from context menu may help, but not in 100% cases.

Change transparent mode to Alpha clip or Opaque (note, Opaque disables transparent, Alpha clip makes transparent sharp). I think if you don't need transparent at all, you should disable it using this way.

Alpha Hashed works better of all, but it is noisy.

Hi Crantisz! This has worked perfectly, the transparency was set to 'Alpha Blend' and when changed to 'Opaque' ... BOOM. All fixed! Really appreciate your help and speedy reply! Love the Blender Community :) Thank you!


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Cycle through integer input values in geometry nodes
I am searching for a way to cycle through my input values in geometry nodes but can't find a simple way.
Lets say my inputs are integers from {0, 1, 2, 3}.
What i want to achieve is that if the value is 3 and i increase it with the little arrow, it starts at 0 again instead of staying at 3. Same goes for 0, if i decrease it at 0 i want it to be at 3 instead of staying at 0.
Is there a simple way i am missing or do i have to build some construct that will check at which value it is to then change it as i desire?

It takes a script. Count clicks and if you have 4 of them get back to 0.

If your question has been solved, please be so kind and mark the answer that contributed to the solution as "Accepted answer" so that this question will not continue to be displayed as unsolved. Thank you! Here you can find more information: What should I do if someone answers my question?. If you still haven't gotten a solution to your question, please be kind enough to address it.

This is exactly what the math node Wrap does.
It gets a maximum value that must not be exceeded (in this example the node Domain Size gives me this value) and a minimum value, which in this example is $0$.
If you then additionally feed this node with your index, from which you either subtract or add an arbitrary value, you get the desired result.


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I want to change between geometry nodes via script instead of the dropdown menu in the properties section
i added a Geometry Node Modifier via script to a grid i have, now i want to change this modifier from the default empty geo node to a geo modifier i already finished, which sits on an object in the same scene. Basically i want to change the geo modifier that gets put on top of the grid via the script and not via the dropdown in the properties window.
I am relatively new to scripting and cant find anything related to that by googling.
I hope someone can help, thanks in advance!

Geometry Nodes modifiers have a node_group attribute.
Geometry Nodes Trees can be accessed by name from the bpy.data.node_groups container.
import bpy

ao = bpy.context.active_object
modifier = next(m for m in ao.modifiers if m.type == 'NODES')
modifier.node_group = bpy.data.node_groups.get("My Other GN Tree")  # Case sensitive !!

Note if you have several GN modifiers on a single object, you'll need to know the name of the specific modifier you want to change. Replace line 2 with :
modifier = ao.modifiers.get("My Modifier Name")  # Case sensitive !!

Thank you!! works flawless :)

@blender_n00b If so, consider to accept the answer. Please read: https://blender.stackexchange.com/help/someone-answers


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Is there a way to get height info of any geometry in geometry node editor?
Is there a way to get height info of any geometry in geometry node editor?
For example, here I am using a 'Object Info' node to get a geometry. I want to get the height of that object.

Yes. Probably two most reasonable options are:

Difference of Bounding Box minimum and maximum, separating out Z component
Statistical range of Z component of position for all vertices

Below I use both techniques to control cube dimensions based on the targeted object's height:

I apologize for the necropost, but I modified Markus von Broady's bounding box solution because for some reason scale didn't apply to the dimensions when I tried this. My nodes for the bounding box method will get the X, Y, and Z scales of the geometry. The separate XYZ node at the end isn't required, it'll work as just the vector; I just put it there because it suited my needs for one of my projects.

Thank you for sharing this. There is another cleaner approach with Attribute Statistic Node. You can get the range of Z position of the points in the geometry.


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Trouble creating procedural wave geometry like Maya Lin's wave field sculpture
Hi I'm trying to recreate this kind of geometry in blender procedurally if anyone knows how to do this for an beginner/intermediate blender user. Thank you!

There is a modifier included called "Ocean modifier" that you could try

@Emir I have used that but am trying to get the very geometric and organized shape that is in the photo, not realism.

You don't really need Geo Nodes for this sort of thing, you can use Displacement. Start with a plane. Subdivide it by 50 or so. Make sure you are using Cycles Engine (for Displacement to work properly).

Add a material to the plane and change the Displacement settings to Displacement Only or Displacement and Bump

Go to the shading tab and use this setup for the basis for the displacement. It's just a noise texture (a procedural artist's best friend) that makes the ground go "up and down" - I reduced the scale and trned down the detail - adjust it to your taste. The MixRGB Node (mixing with white) softens the effect because a noise texture can provide rather strong values for displacement - change the mix to make it stronger/weaker. Shade smooth and you can also add a Subdivision Surface Modifier if you need it smoother (not pictured).

If, however you are intent on using Geo Nodes, you could probably get away with something as simple as this:

If you want something with a more complex, wavy texture (as opposed to just "bumpy"), you could warp the vectors of the noise texture with a wave texture like this:

EDIT - for a more diagonal (and predictable) wave manifestation, try the setup below - I would say it "tiles" better, but that's hard to define because most procedural textures are infinitely tile-able - variances in height and depth can often be solved by setting the mode to 2D (as opposed to default 3D), and using that alongside UV texture coordinates (provided the model is unwrapped sufficiently):

Thank you so much! This is perfect. Is there a way to use a tiled pattern instead of random noise? so that the resulting waves pattern diagonally?

It's a bit difficult to visualize what you mean, but I made an edit to my answer with a new example, tell me if that's better, or worse.

@emp you might try magic texture with 0 depth


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How do i fix this merged vertex and blank faces
I'm a newbie at blender, i followed Blender Guru's donut tutorial and I somehow messed the vertex and faces in the donut itself and the icing and cannot undo it because when i realised there's this problem, it's too late. There's 2 problem:

The blank/missing face in the icing:

The merged vertex:

How do I fix this topology (if it is the right term) problem.
Thank you in advance!
Here's the blend file:
https://drive.google.com/file/d/1OMBtuuoT0yJypkvxGr2OglJo2k7zX5Yo/view?usp=sharing

For the icing, turn on Snapping (magnet icon at the top) and select "vertex" snapping style.

Select one of the edges on the side, and extrude it with E until your cursor is over the vertex of the mid-point. Press E to extrude again once more, and snap to the top vertex of the far side. you will see that the bottom is still not connected.

Select the bottom vertex, press G to move it, and drag it over the bottom vertex on the (already exising) icing.
Snapping leaves vertices close together, but does not merge them, so select the whole mesh with A (in edit mode), then press M (merge) and select "By Distance".

For the donut, just select the two topmost vertices and join them with J.

After this, select the diagonal edges, press X (delete) and select "dissolve edges".

Pro Tip - Don't forget to turn off snapping afterwards (magnet icon) - it has caused me many headaches throughout the years ;)

It works, Thank you!


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How do I build an older version of Blender from source code?
I'm a beginner and I'm building Blender from source code for the first time.
By using this URL "https://wiki.blender.org/wiki/Building_Blender/Windows", I was able to build the latest alpha version of 3.0 without any problems.
Next I want to build an older version such as 2.8 or 2.9, but I don't know how.
I know that you can download the source code for the old version from Blender's HP.
However, as it is, the ".git" folder does not exist, so it cannot be built.
So, I created a new ".git" folder with the git init command, but when compared to the 3.0 ".git" folder that was successfully built, the build fails because the required files are not enough.
So even if I copy and run the 3.0 ".git" folder, the build fails.
As a beginner, I don't know what's right and what's wrong.
I would like to know how to build from an older version of the source code.


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Can Blender emulate Maya's hotkeys?
I am sure this question has been answered before I just can't find it anywhere on the net.
My question is-   I am a Maya user and Blender feels so foreign to me. Is it possible to make Blender's interactions behave more like Maya? Not the interface, but more like the hotkeys things like orbit, track, selection, snapping, play, pause, and rewind etc..
Thanks in advance.

Yes, kind of, but if you plan on following blender tutorials, you'd be better off climbing the learning curve to learn Blender's hotkeys.
Blender doesn't have a one-to-one mapping with Maya commands, but you can find keymaps on line that do a fairly good job of mapping what can be mapped.  Here's one example:  Maya Navigation Hotkeys for Blender 2.8 onward
You can find others if you search the web for "Blender Maya hotkeys".


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Is there an API that allows other languages to script Blender
I'd like to use Squeak Smalltalk and take advantage of the dynamic IDE (which could be modified to handle Blender explicitly).

Other languages support (than Python) is considered as antifeature for now:

Supporting multiple languages is not something we're currently
interested in.
Embedding a language runtime has a significant maintenance overhead,
so there would need to be very compelling reasons (besides developer
preference) to add support for other languages or to move away from
Python.

Thanks. It's unfortunate. I can do things in the Squeak IDE that are pretty much impossible with other IDEs, such as embed the IDE in a 3D object or embed 3D object handling in teh IDE via 3D widgets (or some combination thereof).
The classic example is a computer console in a 3D spaceship that is actually displaying a live Squeak image, via a live, interactive Squeak IDE.
The image shown in the computer consolte could be the one controlling the drawing of the spaceship, or it could be a remote image via VNC (whether connecting to localhost or to a server 10,000 miles away).

Personally I think it's overkill to include a language runtime every time you want to support a language. I mean, there must be a well defined interface between C++ and the Python in the first place. Why not simply expose that interface externally so that other languages can interact with it? Or, simply allow an external python interpreter to speak to Blender, surely easy to do, and then other languages can interface to python.

Blender has Python API. Read about it in the documentation. You can interact with Blender through it. It's not uncommon for Blender add-ons to use some other software that Blender interacts with through the API. In some cases, like for example V-ray or Octane render engines need to change Blender itself to work so they modify Blender's source code, that you can also do since Blender is open source and you get custom Blender versions with these render engines. You can find out more about developing Blender here

There is not such an API.  The API that allows Blender to include a Python interpreter relies on Python being implemented so that it is easy to include but also requires an extensive Python specific set of APIs provided by the C++ code.
To use Squeak, which was not implemented to support being an imbedded interpreter, you would have to modify the Blender C++ code to provide a set of APIs allowing Squeak to interact with Blender's internals and you would have to modify Squeak, as you suggest
It is doable, but it would require extensive work.

It might be easy enough to create a shim between Squeak and the Python API.
My real question concerns: can blender display its live rendering in a window created by an external application?
One trivial way to do that in Squeak would be via VNC, but I don't know if VNC of the blender window is doable using Blender or if you must use OS-level VNC (which simply punts the problem and is silly as you're using VNC to send the contents of Blenders OS window back to an application in the same OS).


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Creating a cylinder with spiral loops, while preserving vertical loops
I'm trying to recreate some geometry for a lighthouse model. A particular feature of this goal mesh is that it has spiral loops going around the cylindrical lighthouse. (ignoring the boolean cutout holes in this example)

I've tried a few different things, notably trying to use a screw modifer which causes the faces of the cylinder to loose flatness/smoothness.
And I've tried using "poke, and convert to quads" to generate this shape. Both of these attempts cause the mesh to be less smooth, and looses the vertical loops.

How on earth might this shape be made? Hugely struggling to wrap my head around this mesh. Thank you for any suggestions!

That's funny, I was just thinking about shapes like this.. It tapers as it goes up? And how many blue stripes are there?

5 stripes for each of the 2 colors.

and yes it has a very gradual taper, but I figured I could just cheat on that and proportional edit scale down the very top loop after the fact.

Doing the spirals with a material might be easier.  Here is a tutorial for doing it procedurally.

@MartyFouts Hmm. A procedural spiral can be much easier than in that toot. See my edit.

Here is my technique, such as it is:

Enable Add Curves: Extra Objects add-on in preference if you haven't already.
Create an Archemedian Spiral and give it 3 turns and a height of 1.  Set Steps to a value that will give you a reasonable smoothness.  I selected 32.

In Object mode, select the spiral, navigate to the Object->Convert submenu and select Mesh
In Edit mode, select all and extrude along the Z axis until the extrusion just touches the existing curve:

Select all and Merge by Distance
Loop Cut and Slide to add 9 loop cuts.  This will give you the 10 bands you want.
It's easiest to add materials at this point.  Add a new material.  That will make the object that material.  Add a second new material.  Select every other band and apply the material to those bands.
In Object mode, Shade Smooth

All that's left is to trim the top and bottom.  Probably the easiest way to do this is with a knife project.

In Object mode, add a plane.
Rotate it 90 degrees on the X axis.
scale it up on the X axis.
Apply the scale and rotation.
Move it -2 on the Y axis.
Select the plane and then the spiral thing.
In front view, enter Edit mode and select Mesh->Knife Project
Make sure Cut Through is set
Go to Vertex Select mode, invert the selection, and delete vertices.

For a final touch, in object mode, set origin to geometry and set the location to the origin.

You must be assigning the Screw modifier to an unsuitable original mesh? Half the point of using Screw, as opposed to twisting a cylinder, is that you can preserve the verticals, and wind up with near-planar quads.
Start with a simple vertical edge, away from its object origin on one axis..

You can even use further modifiers (Displace, or maybe Simple Deform > Taper) aimed at a Vertex Weight Proximity weighted vertex-group, to do the tapering for you...

..but you probably want to level the top and bottom of the spiral by hand,  which means applying the Screw, anyway, so that would be too involved. Happy to help, though, if you want to go that way.
EDIT:
@Marty Fouts made a comment, while I was editing this answer: I agree with him, it would be much easier to do this with a little procedural shader, taking advantage of the default UV of a cylinder, unless you need the spiral in the geometry for brickwork, or somesuch:

Adjust the scale of the Wave texture to vary the number of turns. Adjust the Z-rotation in the Mapping node, tilting the stripes across the UV square, marrying them at the jump from U=1 to U=0, and you have a spiral.
That would save you quite a few chores, in modelling.

I think this would produce a single spiral, no?  But I believe the OP wants 10 adjacent spirals so they can have alternating stripes, five in one color, five in another.

Hi, @Marty! What is fixed, is the number of turns. If you want 2 or more  alternating stripes, just subdivide the edge?

Indeed! I should have figured that out on my own, given that I do exactly that in my answer.  Ooops.


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How to grey-out Operators in the Search Menu
When a poll method fails, the operator won't even appear in the search menu. But I found some built-in operators that are simply greyed-out, letting you know they exist and even hotkey them (even though they won't work in this state).

How do you grey-out operators in this manner when a certain condition is not met?
PS. This behavior does not seem to be affected by the Developer Extras toggle in the blender preferences.

I think it is bl_options = {'REGISTER'}

Removing 'REGISTER' only seems to hide it from the Info window, it still shows up and runs normally from the search menu.

Are you adding the operator to a menu somewhere? I think if it's in a menu, the menu item will be grayed out when poll fails, but the grayed out menu item will still show up in operator search. For a Python example, see "Export > Motion Capture". There's nothing special in the operator definition though.

Cool, I was able to replicate the greying-out in the Search Menu by appending the operator (with a failed Poll) to another menu like you suggested. If you create an answer I can mark it as the correct one.

The grayed out items in the operator search correspond to entries in a menu somewhere.

object.convert ▸ Convert To corresponds to the operator itself; this disappears when poll() is false
Object ▸ Convert ▸ Mesh, Curve, etc corresponds to a menu entry (under the Object etc. dropdown); this gets grayed out when poll() is false

So to get the grayed out entry, add your operator to a menu somewhere. Example:
import bpy

class MyOperator(bpy.types.Operator):
    """My Operator only works on Cubes"""
    bl_idname = "test_operator.cube"
    bl_label = "My Operator"

    @classmethod
    def poll(cls, context):
        return context.object and 'Cube' in context.object.name

    def execute(self, context):
        print('it is a cube')
        return {'FINISHED'}

def menu_func(self, context):
    self.layout.operator(MyOperator.bl_idname, text="My Operator In A Menu")

def register():
    bpy.utils.register_class(MyOperator)
    bpy.types.TOPBAR_MT_file.append(menu_func)

def unregister():
    bpy.utils.unregister_class(MyOperator)
    bpy.types.TOPBAR_MT_file.remove(menu_func)

if __name__ == "__main__":
    register()

Thanks a ton. Note that I need to wait a full day before I can award the bounty since I just made it. Nice to see the fully detailed answer for anyone else that might find this question.


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Single continuous Mesh Line that intersects Empty Objects (Geometry Nodes)?
I was wondering if it's possible to create a single continuous line with Geometry Nodes. I want to make a cable that intersects predefined Empty objects but as you can see the line is broken.

Have you considered using hook modifier and just a simple mesh line + skin modifier?

Oh, this is not exactly what I needed. Geometry nodes was definitely required for the task, this was merely a simplified example to hopefully get more responses, but I got zero for 9 months XD. No worries, I figured it out a long time ago. Thanks either way :D

You can add an answer to your own question for future visitors. :)

It's a bit of a brute forced setup which I wouldn't recommend, but you took some of your time to offer knowledge to others for free, so I'll just mark it solved.

I understand ;-) ...I wish it would work differently, but you can't join several segments of a curve into one in any other way. The only other way would be to create two Mesh Lines, merge the points, and then convert to a curve. But that doesn't seem any more practical, does it?

Yes, this is possible, but actually not very practical.
The hurdle is that an "Empty" is empty, as the name suggests.
You get the position of the object directly with the node Object Info, but you can't use Instance on Points or Realize Instances or similar with this object, because it's empty and doesn't return anything during an evaluation.
The only possibility you have is to process the locations directly and transfer them to a curve.
In this example I transfer the start point and end point to the curve, subdivide it and then set the center point.


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Change object.color property of multiple objects at a time without scripting?
Is it possible to change the object.color property of multiple objects at the same time without scripting?
For a lot of stuff in the properties tab, even modifiers, you can hold down ALT while toggling a certain property and all selected objects will be affected, but I can't find a way to do it for the object.color property:

I'm aware you can also use materials and just link materials, but the question is about object.color.

The ALT multiple-property editing mechanic does not work if you click directly the Color Wheel, however it does work if you're tweaking the Red, Green or Blue channels of the color.
Note that you will have to set the display to RGB instead of the default HSV beforehand. It does not matter if you press ALT when clicking on the color field, but you do have to press it when scrubbing or before inputting a value in one of the channels.
Illustration :

Also note that if you are scrubbing a channel field, the value of that channel in all the selected objects will get relatively incremented by the scrubbed value, but if they start with a different color, their color won't always match when you finish scrubbing.
Illustration :

Thank you so much, this will help a ton! Also, thanks for going so in depth.

It doesn't seem to work with Blender 3.2.0 (macos)

@DevonDahon it does work on my 3.2.1 on Windows. Try updating to the latest version and make sure you are in RGB mode. Might also be a macos specific problem, might be worth making a bug report if so


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Get Point Coordinates generated with Geometry Nodes?
Say you generate some random points using Geometry Nodes, how can you get all those point coordinates using the python api?
The only hint I have is that the point coords are located under Point Cloud in the Spreadsheet Editor.
Basically, I want to use those coordinates for scripting other stuff I can't do with Geometry Nodes yet.

This is a workaround and I hope there is (or will eventually be) an easier way to access point cloud data in the API.

In your GN tree add an Instance on Points node, plug in a Mesh Line or a Points node set to a Count of 1 to get a single vertex at $(0, 0, 0)$.

In  theory we should be able to access the vertices' geometry but for now the geometry is not "real". We need to realize the instances with a Realize Instances node.

Then, we need to access the evaluated mesh, after the GN modifier has been evaluated. For that we can use the context dependency graph.
import bpy
import numpy as np

depsgraph = bpy.context.evaluated_depsgraph_get()
obj = bpy.context.active_object.evaluated_get(depsgraph)

coords = np.zeros(len(obj.data.vertices) * 3, dtype=float)
obj.data.vertices.foreach_get("co", coords)

print(coords)  # This is a flattened array

coords = coords.reshape(len(obj.data.vertices), 3)

print(coords)  # This is a 3D array

Result :

i love workaround if they work!! Great job!

Yeah, hopefully they simplify this so vertex instancing isn't needed, but for now it works so thank you!

There is a "points to vertices" node, I don't know if there was back in 2021.

@MarkusvonBroady I don't think it did ! Have you tried if it works without the realize instances trick ?

@Gorgious I did: https://blender.stackexchange.com/a/289622/60486


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How to create list bullets in an operator's class description? (see example)
I noticed this description for the measure tool. How do you create list bullets in an operator's class description?

Tool description
The bulleted list is a description of the measureit ruler tool, the source of which can be found in startup/bl_ui/space_toolsystem_toolbar.py
@ToolDef.from_fn
def ruler():
    def description(_context, _item, km):
        if km is not None:
            kmi_add = km.keymap_items.find_from_operator("view3d.ruler_add")
            kmi_remove = km.keymap_items.find_from_operator("view3d.ruler_remove")
        else:
            kmi_add = None
            kmi_remove = None
        return tip_(
            "Measure distance and angles.\n"
            "\u2022 %s anywhere for new measurement.\n"
            "\u2022 Drag ruler segment to measure an angle.\n"
            "\u2022 %s to remove the active ruler.\n"
            "\u2022 Ctrl while dragging to snap.\n"
            "\u2022 Shift while dragging to measure surface thickness"
        ) % (
            kmi_to_string_or_none(kmi_add),
            kmi_to_string_or_none(kmi_remove),
        )
    return dict(
        idname="builtin.measure",
        label="Measure",
        description=description,
        icon="ops.view3d.ruler",
        widget="VIEW3D_GGT_ruler",
        keymap="3D View Tool: Measure",
    )

The bullet is character \u2022.  The associated shortcuts are gleaned from the respective keymaps.
Operator description classmethod.
Find link

Operators can now have multi line tooltips. Here I've put the above description into the simple operator template
class SimpleOperator(bpy.types.Operator):
    bl_idname = "object.simple_operator"
    bl_label = "Simple Object Operator"

    @classmethod
    def description(cls, context, event):
        return (
                "Measure distance and angles.\n"
                "\u2022 %s anywhere for new measurement.\n"
                "\u2022 Drag ruler segment to measure an angle.\n"
                "\u2022 %s to remove the active ruler.\n"
                "\u2022 Ctrl while dragging to snap.\n"
                "\u2022 Shift while dragging to measure surface thickness"
                ) % ("Foo", "Bar")

    @classmethod
    def poll(cls, context):
        return context.active_object is not None

I just realized I forgot to say thank you. I guess I forgot because I was too excited to try it out. Anyway, that's so much for the detailed example and for the great help in general.

Cheers, appreciated. It's the non accepted, non-voted, non-commented (ie total ignorance) ones that really get the goat. Esp when used in OP's next question I wrote this code....


text:
How can you set Blender's Theme Preset with python
How can you set Blender's Theme Preset with python?
I'm don't mean customize a few colors, I'm talking about loading one of the existing presets.
Is there a simple command I can run?

Thanks to the other answer I figured this out. It does the same thing but it saves me from typing the entire path which was super long.
I have a script that defines some Blender defaults and since my theme's folder is in the same location I simply load it like this:
# Blender Setup Script

import bpy
import os

file_path = os.path.join(os.path.dirname(__file__),  # Path to this script.
    'armored_themes/armored_pink.xml')               # Relative path to the theme.

bpy.ops.script.execute_preset(
    filepath=file_path,
    menu_idname='USERPREF_MT_interface_theme_presets')

I found a way but I don't know it is right or wrong to do this way
The way I did is -
In the dropdown menu of themes just right click on the theme you want to change to and then another menu will appear > click on copy python command > and then paste that command in the console > and if you want to change the theme from the console you need to remember the theme name > you can change the name in the command where the file name is written (maya.xml, or modo.xml, etc).
Step 1-

Step 2-

Step 3-

Step 4-

Step 5-

Step 6 -

And in this way, you can change the theme from the console


text:
Displacement doing wierd stuff
So i want to apply displacement map but then this happene. Any ideas?
https://i.sstatic.net/SOGUE.jpg

You should add an image of your node material to see if there is something there to help you

could you elaborate a bit more?

https://blender.meta.stackexchange.com/questions/2449/what-is-the-problem-with-posting-an-image-or-link-and-asking-how-do-i-do-this


text:
Copy Custom Property and set it as a suffix of an object's name
How to copy selected object's property and set it as a suffix of an object's name?
I have 3 objects in the scene, named a,b,c. Each one of them have a custom property named id with a corresponding value 10, 20, 30. What I want to achieve is to have that custom property pasted into their names as a suffix. Basically something like this:
a?id=10
b?id=20
c?id=30

Could you please suggest the simplest way? I was thinking about having some sort of a python script, that would allow me to do this for all of the selected objects in the scene.

Try this
import bpy
for ob in [*bpy.data.objects]:
    if not ob.select_get(): continue
    if "id" not in ob: continue
    suf = "?id=%s" % ob["id"]
    ob.name += suf

Thank you! It worked! But I noticed that some of the objects get named twice. Do you possibly know why it happens? I did a test, and it happens when I have a copied object with a name "a.001", then an object "a" gets named "a?id=10?id=10".

Mmmm, try this.

Works like a charm! Thank you, thank you, thank you!


text:
Easy GN question - how do I get an extra geometry input to show up in the modifier?
I think I'm missing something obvious. If I add extra inputs to the Group Input of a geometry nodes setup, they appear in the modifier so I can set their values...unless it's an extra geometry input.  The attached screenshot shows a very simple example.  I'm using Blender 4.3.  Already tried googling but the answer appears to be ungooglable. Hope it's an easy one!

Easy answer: This is not possible directly. A GN modifier has exactly one input, namely the underlying geometry. If you want to include other objects, you do this via the Object Info node. You can use its input as input in your panel.

I guess I'm confused why is it even possible to add a extra geometry input to the Group Input then -- how would I route some geometry into this input?

@Threedio you can use a "group" of geometry nodes inside another geometry nodes (nesting), then the "Geometry" input can be used and will be visible, but again only inside the geometry nodes

Thanks!  I will use the approach quellenform suggested.


text:
Why those big spots appear on my mesh?
I don't know but whenever I go in edit mode those spots appear all over my mesh. Plesase explain me why it is happening and how can I get rid of it.

stack.imgur.com/Ut9Q2.jpg

what spots are you talking about? which image? Orange lines?

Aaah first two pictures, you are talking about those spots... It is because you have solidify modifier and your modifier becames invisible in edit mode... Because of this you can see what is normally covered by modifier... It is Z-clipping,(or sort of)... to remove it just move some vertices in those parts little higher out of donut mesh or just don't look at it.. it is nothing wrong in this case

yes, about first two images, thanks! I got it.

This is because there are essentially two meshes in almost the same place, one the original doughnut mash, and the other one the virtual mesh created by the subdivision surface modifier that will show in the final render. You can turn off “show in edit mode“ on the modifier to hide this virtual geometry while in edit mode, and potentially make your editing experience easier.


text:
Mesh with 2 faces at nearly 180º angle
I have this model with a very sharp angle on the edge between two faces and this is causing some rendering issues.
Is there a better way to model this sharp edge? Its not entirely flat o the x/y plane, it has some inclination.

In real life there are no paper thin objects, constructions are rarely built that way. Maybe add some thickness there.

So just add a very small face to the start of the ramp

Following advice from @Duarte in the comments I added thickness to the base of the model.
In case someone finds this issue the steps I used to add this extra thickness in this model were:
In edit mode:

Set the view to -z and select all faces.
E, ., 0 and 1 (to extrude by 0.01)
Shift+A, G, Z, ., 0 and 1 (select all and move .01 on the z axis)


text:
Texture image displaying properly on all faces of mesh
I have a mesh with 3 faces and I want all the faces to have the same texture, after seeing the result I tried to mess with the normals so all faces would face the same direction but that didn't work.
I am not sure what to look for and when searching "how to add a texture to two faces" all I find is "how to add two textures to one face".
To apply this texture I used the default node wrangler Shift Ctrl T shortcut to select all my texture files.

I'm quite sure the Shift+Ctrl+T shortcut sets up the material so that it uses the UV map for the textures. Is the object properly UV unwrapped?

I am not experienced with UV wraps but yes its using UV on the texture coordinate node. I started with a cube but then I extruded a side then the other, and in the end I decided to do it as a plane so I deleted the other faces.. hope this makes sense.

You may be using the UV output from the Texture coordinate node but did you actually UV unwrap your object first? If you want all 3 faces to have the same texture layout and size you might consider Marking a Seam round each face before unwrapping. Then you can place and rotate the image on each face in the UV editor individually.

I see, thanks but I if there is a procedural way I would rather prefer than unwrap,
I am pretty sure its possible just dont know how I got there in the past.

I guess you'd have to use Geometry nodes (if it's even possible using them) but I'm not familiar with them I'm afraid.

Thanks for the advices on the comments but turns out for my case changing from UV to Generated solved the issue like a charm, even better than UV due to scales.


text:
What did I do wrong here?
enter image description here
moveing left bone

moveing right
I dont know what went wrong here, I made the left rig first and mirrored it, parent it with the mesh automatic weight, and some how the right hand wont move, when I move the right hand. Only when I use the left one it moves. the Legs dont have any problems. (anatomical right and left). I used this Tutorial https://www.youtube.com/watch?v=SBYb1YmaOMY . If anyone could help me that would make me happy.

i cant tell like this , please give the file through https://blend-exchange.giantcowfilms.com/

@SHikhaMittal ...

ha its 12 here , will check tommorow :)

@SHikhaMittal ...

sry wasnt able to figure out

The cause of the problem is the use of asymmetrically named pair bones. Try to change the right hand bone name to "Hand.R".

thank you and how can I make, that my hands move
individually? @tetii

nvm, I got it, thank you (*￣3￣)╭


text:
Blender 2.8: export 3d object to use as website (wordpress) background
I'm totally new in Blender, I'm even not sure if what I want to do is possible:
I want a website where the main structure is a 3d staircase. So I use blender to create this:

Now I would like to export it and use it in my (wordpress) website background. Does someone know if this is possible and how?
I did see that there is a wordpress plugin especialy for 3d objects, but this plugin is mainly so you can rotate the object on the website, which is not what I'm looking for..
Hope someone knows more about this than I do :)


text:
Mysterious CUDA cuModuleLoad during long Cycles render session
I am using Blender's python interface to render many thousands of small images for a machine-learning dataset and I'm running into a strange problem that I'm wondering if someone can help me with:
I start the program and it renders images fine, about 1 every second. Around the 1000th image, the program throws a cuModuleLoad error and just keeps looping over this error. The machine hasn't run out of memory and nothing else seems to be amiss. It seems that it suddenly can't find kernel_sm_61.cubin which definitely is still there. I'm pretty confused by this.
Here is what the console output looks like during a successful render:
Rendering retries 0
convertViewVec: called in an invalid context
convertViewVec: called in an invalid context
Fra:1 Mem:3592.41M (0.00M, Peak 3594.56M) | Time:00:00.00 | Preparing Scene data
Fra:1 Mem:3592.41M (0.00M, Peak 3594.56M) | Time:00:00.00 | Creating Shadowbuffers
Fra:1 Mem:3592.41M (0.00M, Peak 3594.56M) | Time:00:00.00 | Raytree.. preparing
Fra:1 Mem:3597.59M (0.00M, Peak 3597.59M) | Time:00:00.01 | Raytree.. building
Fra:1 Mem:3597.32M (0.00M, Peak 3605.43M) | Time:00:00.06 | Raytree finished
Fra:1 Mem:3597.32M (0.00M, Peak 3605.43M) | Time:00:00.06 | Creating Environment maps
Fra:1 Mem:3597.32M (0.00M, Peak 3605.43M) | Time:00:00.06 | Caching Point Densities
Fra:1 Mem:3597.32M (0.00M, Peak 3605.43M) | Time:00:00.06 | Sce: Scene Ve:39082 Fa:37770 La:1
Fra:1 Mem:3597.32M (0.00M, Peak 3605.43M) | Time:00:00.06 | Loading voxel datasets
Fra:1 Mem:3597.32M (0.00M, Peak 3605.43M) | Time:00:00.06 | Sce: Scene Ve:39082 Fa:37770 La:1
Fra:1 Mem:3597.32M (0.00M, Peak 3605.43M) | Time:00:00.06 | Sce: Scene Ve:39082 Fa:37770 La:1
Fra:1 Mem:3597.32M (0.00M, Peak 3605.43M) | Time:00:00.06 | Volume preprocessing
Fra:1 Mem:3597.32M (0.00M, Peak 3605.43M) | Time:00:00.06 | Sce: Scene Ve:39082 Fa:37770 La:1
Fra:1 Mem:3597.32M (0.00M, Peak 3605.43M) | Time:00:00.06 | Sce: Scene Ve:39082 Fa:37770 La:1
Fra:1 Mem:3597.81M (0.00M, Peak 3605.43M) | Time:00:00.07 | Scene, Part 1-1
Fra:1 Mem:3587.10M (0.00M, Peak 3605.43M) | Time:00:00.08 | Sce: Scene Ve:39082 Fa:37770 La:1
Saved: '/tmp/tmpmlehxthv.png'
 Time: 00:00.08 (Saving: 00:00.00)

Fra:1 Mem:3587.29M (0.00M, Peak 3587.43M) | Time:00:00.07 | Mem:0.00M, Peak:0.00M | Scene, RenderL
ayer | Synchronizing object | Ground
Fra:1 Mem:3587.35M (0.00M, Peak 3587.59M) | Time:00:00.07 | Mem:0.00M, Peak:0.00M | Scene, RenderL
ayer | Synchronizing object | Empty
Fra:1 Mem:3587.35M (0.00M, Peak 3587.59M) | Time:00:00.07 | Mem:0.00M, Peak:0.00M | Scene, RenderL
ayer | Synchronizing object | Area
Fra:1 Mem:3587.35M (0.00M, Peak 3587.59M) | Time:00:00.07 | Mem:0.00M, Peak:0.00M | Scene, RenderL
ayer | Synchronizing object | Lamp_Back
Fra:1 Mem:3587.35M (0.00M, Peak 3587.59M) | Time:00:00.07 | Mem:0.00M, Peak:0.00M | Scene, RenderL
ayer | Synchronizing object | Lamp_Fill
Fra:1 Mem:3587.35M (0.00M, Peak 3587.59M) | Time:00:00.07 | Mem:0.00M, Peak:0.00M | Scene, RenderL
ayer | Synchronizing object | Lamp_Key
Fra:1 Mem:3587.35M (0.00M, Peak 3587.59M) | Time:00:00.07 | Mem:0.00M, Peak:0.00M | Scene, RenderL
ayer | Synchronizing object | Camera
Fra:1 Mem:3587.35M (0.00M, Peak 3587.59M) | Time:00:00.07 | Mem:0.00M, Peak:0.00M | Scene, RenderL
ayer | Synchronizing object | SmoothCube_v2_0
Fra:1 Mem:3587.66M (0.00M, Peak 3588.03M) | Time:00:00.07 | Mem:0.00M, Peak:0.00M | Scene, RenderL
ayer | Synchronizing object | SmoothCylinder_0
Fra:1 Mem:3590.98M (0.00M, Peak 3594.07M) | Time:00:00.08 | Mem:0.00M, Peak:0.00M | Scene, RenderL
ayer | Initializing
Fra:1 Mem:3590.98M (0.00M, Peak 3594.07M) | Time:00:00.08 | Mem:0.00M, Peak:0.00M | Scene, RenderL
ayer | Loading render kernels (may take a few minutes the first time)
Fra:1 Mem:3590.98M (0.00M, Peak 3594.07M) | Time:00:00.10 | Mem:0.00M, Peak:0.00M | Scene, RenderL
ayer | Waiting for render to start
Fra:1 Mem:3590.98M (0.00M, Peak 3594.07M) | Time:00:00.10 | Mem:0.00M, Peak:0.00M | Scene, RenderL
ayer | Updating Scene
Fra:1 Mem:3590.98M (0.00M, Peak 3594.07M) | Time:00:00.10 | Mem:0.00M, Peak:0.00M | Scene, RenderL
ayer | Updating Shaders
Fra:1 Mem:3591.57M (0.00M, Peak 3594.07M) | Time:00:00.10 | Mem:0.19M, Peak:0.19M | Scene, RenderL
ayer | Updating Background
Fra:1 Mem:3591.57M (0.00M, Peak 3594.07M) | Time:00:00.10 | Mem:0.19M, Peak:0.19M | Scene, RenderL
ayer | Updating Camera
Fra:1 Mem:3591.57M (0.00M, Peak 3594.07M) | Time:00:00.10 | Mem:0.19M, Peak:0.19M | Scene, RenderL
ayer | Updating Meshes Flags
Fra:1 Mem:3591.57M (0.00M, Peak 3594.07M) | Time:00:00.10 | Mem:0.19M, Peak:0.19M | Scene, RenderL
ayer | Updating Objects
Fra:1 Mem:3591.57M (0.00M, Peak 3594.07M) | Time:00:00.10 | Mem:0.19M, Peak:0.19M | Scene, RenderL
ayer | Updating Objects | Copying Transformations to device
Fra:1 Mem:3591.58M (0.00M, Peak 3594.07M) | Time:00:00.10 | Mem:0.19M, Peak:0.19M | Scene, RenderL
ayer | Updating Objects | Applying Static Transformations
Fra:1 Mem:3591.58M (0.00M, Peak 3594.07M) | Time:00:00.10 | Mem:0.19M, Peak:0.19M | Scene, RenderL
ayer | Updating Meshes
Fra:1 Mem:3592.72M (0.00M, Peak 3594.07M) | Time:00:00.10 | Mem:0.19M, Peak:0.19M | Scene, RenderL
ayer | Updating Mesh | Computing attributes
Fra:1 Mem:3593.26M (0.00M, Peak 3594.07M) | Time:00:00.11 | Mem:0.19M, Peak:0.19M | Scene, RenderL
ayer | Updating Mesh | Copying Attributes to device
Fra:1 Mem:3593.26M (0.00M, Peak 3594.07M) | Time:00:00.11 | Mem:0.73M, Peak:0.73M | Scene, Render$
ayer | Updating Scene BVH | Building
Fra:1 Mem:3593.26M (0.00M, Peak 3594.07M) | Time:00:00.11 | Mem:0.73M, Peak:0.73M | Scene, Render$
ayer | Updating Scene BVH | Building BVH
Fra:1 Mem:3597.54M (0.00M, Peak 3597.54M) | Time:00:00.13 | Mem:0.73M, Peak:0.73M | Scene, Render$
ayer | Updating Scene BVH | Packing BVH triangles and strands
Fra:1 Mem:3601.54M (0.00M, Peak 3601.54M) | Time:00:00.14 | Mem:0.73M, Peak:0.73M | Scene, Render$
ayer | Updating Scene BVH | Packing BVH nodes
Fra:1 Mem:3599.35M (0.00M, Peak 3602.78M) | Time:00:00.14 | Mem:0.73M, Peak:0.73M | Scene, Render$
ayer | Updating Scene BVH | Copying BVH to device
Fra:1 Mem:3599.63M (0.00M, Peak 3602.78M) | Time:00:00.14 | Mem:6.82M, Peak:6.82M | Scene, RenderL
ayer | Updating Mesh | Computing normals
Fra:1 Mem:3602.26M (0.00M, Peak 3602.78M) | Time:00:00.14 | Mem:6.82M, Peak:6.82M | Scene, RenderL
ayer | Updating Mesh | Copying Mesh to device
Fra:1 Mem:3601.97M (0.00M, Peak 3602.78M) | Time:00:00.14 | Mem:9.45M, Peak:9.45M | Scene, RenderL
ayer | Updating Objects Flags
Fra:1 Mem:3601.97M (0.00M, Peak 3602.78M) | Time:00:00.14 | Mem:9.45M, Peak:9.45M | Scene, RenderL
ayer | Updating Images
Fra:1 Mem:3601.97M (0.00M, Peak 3602.78M) | Time:00:00.14 | Mem:9.45M, Peak:9.45M | Scene, RenderL
ayer | Updating Camera Volume
Fra:1 Mem:3601.97M (0.00M, Peak 3602.78M) | Time:00:00.14 | Mem:9.45M, Peak:9.45M | Scene, RenderL
ayer | Updating Hair Systems
Fra:1 Mem:3601.97M (0.00M, Peak 3602.78M) | Time:00:00.14 | Mem:9.45M, Peak:9.45M | Scene, RenderL
ayer | Updating Hair settings | Copying Hair settings to device
Fra:1 Mem:3601.97M (0.00M, Peak 3602.78M) | Time:00:00.14 | Mem:9.45M, Peak:9.45M | Scene, RenderL
ayer | Updating Lookup Tables
Fra:1 Mem:3601.97M (0.00M, Peak 3602.78M) | Time:00:00.14 | Mem:9.70M, Peak:9.70M | Scene, RenderL
ayer | Updating Lights
Fra:1 Mem:3601.97M (0.00M, Peak 3602.78M) | Time:00:00.14 | Mem:9.70M, Peak:9.70M | Scene, RenderL
ayer | Updating Lights | Computing distribution
Fra:1 Mem:3601.97M (0.00M, Peak 3602.78M) | Time:00:00.15 | Mem:9.70M, Peak:9.70M | Scene, RenderL
ayer | Updating Particle Systems
Fra:1 Mem:3601.97M (0.00M, Peak 3602.78M) | Time:00:00.15 | Mem:9.70M, Peak:9.70M | Scene, RenderL
ayer | Updating Particle Systems | Copying Particles to device
Fra:1 Mem:3601.98M (0.00M, Peak 3602.78M) | Time:00:00.15 | Mem:9.70M, Peak:9.70M | Scene, RenderL
ayer | Updating Integrator
Fra:1 Mem:3602.01M (0.00M, Peak 3602.78M) | Time:00:00.15 | Mem:9.73M, Peak:9.73M | Scene, RenderL
ayer | Updating Film
Fra:1 Mem:3602.01M (0.00M, Peak 3602.78M) | Time:00:00.15 | Mem:9.73M, Peak:9.73M | Scene, RenderL
ayer | Updating Lookup Tables
Fra:1 Mem:3602.01M (0.00M, Peak 3602.78M) | Time:00:00.15 | Mem:9.74M, Peak:9.74M | Scene, RenderL
ayer | Updating Baking
Fra:1 Mem:3602.01M (0.00M, Peak 3602.78M) | Time:00:00.15 | Mem:9.74M, Peak:9.74M | Scene, RenderL
ayer | Updating Device | Writing constant memory
Fra:1 Mem:3602.01M (0.00M, Peak 3602.78M) | Time:00:00.15 | Mem:9.74M, Peak:9.74M | Scene, RenderL
ayer | Path Tracing Tile 0/1, Sample 0/128
Fra:1 Mem:3602.89M (0.00M, Peak 3603.38M) | Time:00:00.15 | Mem:10.62M, Peak:10.62M | Scene, Rende
rLayer | Path Tracing Tile 1/1, Sample 0/128
Fra:1 Mem:3602.01M (0.00M, Peak 3603.77M) | Time:00:00.40 | Mem:9.74M, Peak:10.62M | Scene, Render
Layer | Path Tracing Tile 1/1, Sample 128/128
Fra:1 Mem:3602.01M (0.00M, Peak 3603.77M) | Time:00:00.40 | Mem:9.74M, Peak:10.62M | Scene, Render
Layer | Finished
Fra:1 Mem:3587.12M (0.00M, Peak 3603.77M) | Time:00:00.49 | Sce: Scene Ve:0 Fa:0 La:0
Saved: '../output/images/fd_single_scenes_two_obj_TESTING/sample_025975.png'
 Time: 00:00.50 (Saving: 00:00.00)

And here is what the console output looks like when it hangs up:
Rendering retries 0
convertViewVec: called in an invalid context
convertViewVec: called in an invalid context
Rendering retries 1
convertViewVec: called in an invalid context
convertViewVec: called in an invalid context
Rendering retries 2
convertViewVec: called in an invalid context
convertViewVec: called in an invalid context
Fra:1 Mem:3597.26M (0.00M, Peak 3597.26M) | Time:00:00.00 | Preparing Scene data
Fra:1 Mem:3601.20M (0.00M, Peak 3602.18M) | Time:00:00.00 | Preparing Scene data
Fra:1 Mem:3601.20M (0.00M, Peak 3602.18M) | Time:00:00.00 | Creating Shadowbuffers
Fra:1 Mem:3601.20M (0.00M, Peak 3602.18M) | Time:00:00.00 | Raytree.. preparing
Fra:1 Mem:3605.47M (0.00M, Peak 3605.47M) | Time:00:00.01 | Raytree.. building
Fra:1 Mem:3605.23M (0.00M, Peak 3611.91M) | Time:00:00.06 | Raytree finished
Fra:1 Mem:3605.23M (0.00M, Peak 3611.91M) | Time:00:00.06 | Creating Environment maps
Fra:1 Mem:3605.23M (0.00M, Peak 3611.91M) | Time:00:00.06 | Caching Point Densities
Fra:1 Mem:3605.23M (0.00M, Peak 3611.91M) | Time:00:00.06 | Sce: Scene Ve:30724 Fa:31121 La:1
Fra:1 Mem:3605.23M (0.00M, Peak 3611.91M) | Time:00:00.06 | Loading voxel datasets
Fra:1 Mem:3605.23M (0.00M, Peak 3611.91M) | Time:00:00.06 | Sce: Scene Ve:30724 Fa:31121 La:1
Fra:1 Mem:3605.23M (0.00M, Peak 3611.91M) | Time:00:00.06 | Sce: Scene Ve:30724 Fa:31121 La:1
Fra:1 Mem:3605.23M (0.00M, Peak 3611.91M) | Time:00:00.06 | Volume preprocessing
Fra:1 Mem:3605.23M (0.00M, Peak 3611.91M) | Time:00:00.06 | Sce: Scene Ve:30724 Fa:31121 La:1
Fra:1 Mem:3605.23M (0.00M, Peak 3611.91M) | Time:00:00.06 | Sce: Scene Ve:30724 Fa:31121 La:1
Fra:1 Mem:3605.72M (0.00M, Peak 3611.91M) | Time:00:00.08 | Scene, Part 1-1
Fra:1 Mem:3596.73M (0.00M, Peak 3611.91M) | Time:00:00.08 | Sce: Scene Ve:30724 Fa:31121 La:1
Saved: '/tmp/tmpgp58jln8.png'
 Time: 00:00.08 (Saving: 00:00.00)

Fra:1 Mem:3596.93M (0.00M, Peak 3597.06M) | Time:00:00.06 | Mem:0.00M, Peak:0.00M | Scene, RenderL
ayer | Synchronizing object | Ground
Fra:1 Mem:3596.99M (0.00M, Peak 3597.23M) | Time:00:00.07 | Mem:0.00M, Peak:0.00M | Scene, RenderL
ayer | Synchronizing object | Empty
Fra:1 Mem:3596.99M (0.00M, Peak 3597.23M) | Time:00:00.07 | Mem:0.00M, Peak:0.00M | Scene, RenderL
ayer | Synchronizing object | Area
Fra:1 Mem:3596.99M (0.00M, Peak 3597.23M) | Time:00:00.07 | Mem:0.00M, Peak:0.00M | Scene, RenderL
ayer | Synchronizing object | Lamp_Back
Fra:1 Mem:3596.99M (0.00M, Peak 3597.23M) | Time:00:00.07 | Mem:0.00M, Peak:0.00M | Scene, RenderL
ayer | Synchronizing object | Lamp_Fill
Fra:1 Mem:3596.99M (0.00M, Peak 3597.23M) | Time:00:00.07 | Mem:0.00M, Peak:0.00M | Scene, RenderL
ayer | Synchronizing object | Lamp_Key
Fra:1 Mem:3596.99M (0.00M, Peak 3597.23M) | Time:00:00.07 | Mem:0.00M, Peak:0.00M | Scene, RenderL
ayer | Synchronizing object | Camera
Fra:1 Mem:3596.99M (0.00M, Peak 3597.23M) | Time:00:00.07 | Mem:0.00M, Peak:0.00M | Scene, RenderL
ayer | Synchronizing object | Sphere_0
Fra:1 Mem:3598.25M (0.00M, Peak 3599.75M) | Time:00:00.07 | Mem:0.00M, Peak:0.00M | Scene, RenderL
ayer | Synchronizing object | Sphere_1
Fra:1 Mem:3599.51M (0.00M, Peak 3601.01M) | Time:00:00.07 | Mem:0.00M, Peak:0.00M | Scene, RenderL
ayer | Initializing
Fra:1 Mem:3599.51M (0.00M, Peak 3601.01M) | Time:00:00.07 | Mem:0.00M, Peak:0.00M | Scene, RenderL
ayer | Loading render kernels (may take a few minutes the first time)
CUDA error at cuModuleLoad: File not found

Refer to the Cycles GPU rendering documentation for possible solutions:
http://www.blender.org/manual/render/cycles/gpu_rendering.html

Failed loading CUDA kernel /opt/blender/2.78/scripts/addons/cycles/lib/kernel_sm_61.cubin.
Fra:1 Mem:3599.51M (0.00M, Peak 3601.01M) | Time:00:00.07 | Mem:0.00M, Peak:0.00M | Scene, RenderL
ayer | Error | CUDA error at cuModuleLoad: File not found
Error: CUDA error at cuModuleLoad: File not found
Fra:1 Mem:3599.51M (0.00M, Peak 3601.01M) | Time:00:00.07 | Mem:0.00M, Peak:0.00M | Scene, RenderL
ayer | Waiting for render to start
Fra:1 Mem:3599.51M (0.00M, Peak 3601.01M) | Time:00:00.07 | Mem:0.00M, Peak:0.00M | Scene, RenderL
ayer | Cancel | CUDA error at cuModuleLoad: File not found
Fra:1 Mem:3596.76M (0.00M, Peak 3601.01M) | Time:00:00.13 | Sce: Scene Ve:0 Fa:0 La:0
Error: CUDA error at cuModuleLoad: File not found
Error: CUDA error at cuModuleLoad: File not found

The "rendering retries" are part of my script, based on a check for mesh intersections and occlusion in the scene. I thought I was handling them correctly, and have verified that a retry alone does not seem to be the culprit -- at least 100 of the first 1000 successful renders had one or more retries.
The difference seems to be that under successful renders it moves on from "loading render kernels"
Fra:1 Mem:3590.98M (0.00M, Peak 3594.07M) | Time:00:00.08 | Mem:0.00M, Peak:0.00M | Scene, RenderL
ayer | Loading render kernels (may take a few minutes the first time)
Fra:1 Mem:3590.98M (0.00M, Peak 3594.07M) | Time:00:00.10 | Mem:0.00M, Peak:0.00M | Scene, RenderL
ayer | Waiting for render to start

But this is where the hang-up is when there's an error.
Can anyone suggest what might be going on?


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try convert vert to circle using hops tool

hello,
i try convert vert from cylinder to circle using hops tool but i got some error can anybody help me, thanks

I don't know if this is the cause, but your version of HOps is way out of date. Download v0.9.86.26 from whatever merchant you bought it from and try again.

u got a point :) thx


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Export reprojected texture
I'm not entirely sure how to explain this so I hope this makes sense to someone.
Essentially, I have this illustration which I have projected from viewport onto a concertina-folded plane. The idea is that this will be printed and folded in such a way that from a certain perspective it'll be visible as normal, but when flattened out or viewed from the wrong angle it'll be intentionally distorted.

Currently the only method I can think to export the distorted texture from Blender would be to manually unfold the mesh into a flat plane and do an orthographic render of that. Is there any other method that may be more simple?

Is there any way to export a texture which warps to a uniform rectangular UV where all the edges are parallel, which could then be printed onto the physical concertina, perhaps?
I suppose I'm asking if it's possible to perform the opposite of how UVs are meant to be used, warping the image to fit a UV, instead of warping a UV to fit an image. The image below shows the current UV map with the zig-zag shape, can Blender somehow bake the texture to this UV map and then warp the texture with the UV, allowing me to straighten out the UV and therefore distort the texture?

Also, I'm wondering if there is any way to make the projection more accurate, at the moment it seems to still have some degree of distortion as opposed to looking exactly like the original texture once projected.

You can use "UV project modifier" to do that:

The principle: the modifier will take the object (often camera) as point of view to determinate UV map projection.


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Why does one object cut through and show in another object?
I am new to blender and I am trying to extrude and bring down the dribbling parts of frosting on a donut, but when I bring the vertices down, they cut into the donut as shown (picture is taken from inside the donut).
I have proportional editing on, the snap to face tool (with project individual elements), and I even tried using ctrl button when dragging down vertices (I saw someone say that can help it to not show through - I'm not sure the reasoning of why it can work - it worked well with grabbing vertices but not extruding them for me) However, the frosting still pierces the donut - Is this normal and I shouldn't worry about it, or am I doing something incorrectly?
I appreciate any answers - Thank you!]1

That's normal as the donut is curved and extrusion is done along straight lines.

@Lukasz-40sth Thank you very much for your comment!! Glad to hear it's normal :D

I don't see a huge problem, but I can understand that you want to get rid of it. When you have proportional editing enabled,, snapping only has an effect on the selected vertices, not on the ones being dragged along. Also snapping only works if you use g or the widget to move your vertices. If you want your freshly extruded faces to snap to your topology, release them from extrude move mode and use the tools to move them.

Thank you very much for your reply!! The frosting is not going through the donut now! :D


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Model visibility changing to 1/2 tone grey scale
I am working with Mirror and Subsurface modifiers on a model. I completed the model and moved from edit to object mode. This is to position the model relative to other objects in the scene.
When I started the mesh and subsurface (in edit) displayed normally, easily visible as is the default.
After moving to object mode and positioning the model in the scene I now am seeing the model displaying in a half-tone, semi-transparent manner.
I know I have done something but have no idea what it was nor, of course, how to rectify the issue.

Can you show the problem? Yes, from your words it is approximately clear what kind of error you have, but it would be great to see it

Share the screenshot.


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How to extrude with another material applied to extruded mesh?
Is there a way to use material that i want for extruded mesh? I use different UVs so assigning another material after extrusion is inconvenient for me. Thanks in advance.

As far as I know, you can't do that.  Extrusion always applies the material from the starting mesh.  The best I know, as I'm sure you do, is immediately after the extrusion while it's still selected, select the new material and click Assign.

Thanks, now I understand how it works


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"Default displacement = 0, consider adjusting" Error when applying materials
I'm using blender 2.82a
I've been sculpting in VR programs such as Oculus Medium and importing to blender to add lighting and material shading.  Its's been working great, I've been using materials from Poliigon.com. However, after importing some background elements I created in Gravity Sketch, I cannot seem to get materials to apply properly to those meshes.
I imported from Gravity Sketch into blender (saved as .obj) and then separated the objects, since they came in all as one group (edit mode, select all, Select mesh menu->Vertices->Separate->by loose parts).  When I apply a material to one of those meshes, I get a yellow error message at the bottom of the screen saying "Default displacement = 0, consider adjusting" and I don't know how to proceed.

Any advice on what I'm missing here would help.  I tried unwrapping the meshes and that did not work. Here is the file if that helps. The objects in question are the slide, sandbox bricks and the swing set.
Thanks very much!
-Brock
blender file with the issue

i had the same problem. i was using Polygon Material Converter addon, but using Material Library Vx I can use textures and no displacement error appears

I'm new at this too, I had the same issue today and I spent 30 minutes figuring out what's going on. I see you're using the Poliigon nodes too.
No matter how much I tweaked the actual Displacement node, nothing was displaced.
I only saw the sliders under 2 after half an hour, displacement was visible after moving the Displacement Strength to something else than 0, see my rendered view in the screenshot.
However, I see you don't actually have those sliders in your material custom block. Does your texture have a displacement map in it's folder? Maybe you didn't include it in your download?

Render Properties and set render engine to cycles and feature set to experimental, then go to Material Properties and add a new material for your object. Finally, in the Material Properties go to Settings -> Surface and then set Displacement to "Displacement and Bump".


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Blender is deleting half of my video
So I wanted to record a timelapse of me doing something in Blender and then edit said video in the same software; but I am having a really weird issue every time I try to put the video into the editor. The video gets cut off exactly half way through. It's not just that it says that it's twice as short, it's that it is twice short. The second half of the video just doesn't exist in the editor no matter how much I play with the settings, (including fps) although it seems to keep all of the sound intact for whatever reason.
(I didn't want to upload a picture/gif because I don't even know what I'd show)
Is there something I'm missing here, like a video size cap or am I just being silly?
Note: This only happens with this particular video, all others do not have the same problem.

does the frame length in blender match the frames in your video?

Your media frame rate is double the Blender project value OR your media is frame segmented HD (interlaced frames). If its from an AVCHD codec like a Sony camera you will have to transcode it to something Blender recognises.

There seems to be exactly half as many frames in Blender as in the file.
The video is at 29 fps, setting that in Blender yields no results. 3pointedit  could you elaborate more on that? I used the built in Wind 10 recording software.

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


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I cant get my origin back on my armature automatically
I am trying to apply origin to geometry but it ends up being offset. I moved it back to the center of the armature manually but this created an undesirable result when trying to use the symmetrize function. Why can i not get the origin to get back to the center? Is it because it averages the locations of all bones when using origin to geometry? Do i need to recreate the armature from scratch in order to get the origin to be on the bottom middle bone?

Origin to Geometry doesn't set the Origin back to where it was previous to mvoing it. It sets it at the Center of the geometry, in your case the armature, but since it has bones for the limbs, wich stick out, said command gives you a, as you say, offset result.
A solution i'd use is to enter Edit Mode for the armature and select the Bottom Spine Bone (I think that's where you want the origin to be), now press SHIFT+S and select Cursor to Selected. Leave Edit Mode, right click> Set Origin> Origin to 3D Cursor. Et Voila, the Origin should now be exactly where you wanted it to be.
Hope it helps


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How can I copy and paste an image texture to another mesh, then edit that copy and pasted one?
I have painted a texture using texture paint and put in on my model with an image texture. I have duplicated the mesh and material that I painted. I now want to copy the image texture, paste it as a new image texture, and modify that one to add some differences to the second image texture. Is this possible? I tried this and when I re-opened blender, both models had the new texture.

First Open the Image Editor:

Then go to Image> Save a Copy :

I hope that's answering your question.


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Constraining verticies to one axis with a hook modifier
Bit of a weird question, but I work with fire trucks often, and the rollup doors I have use emptys to control the height/width on the model, but is there a way that I use only one empty for both the height and width? Basically I need to constrain some of the verts to the Z axis, and some to the X axis, then some to both.
Sorry for not adding any images when I first made the post, I wasn't able to get any at the time.
I've attached an image below of what I'm trying to accomplish. I need all of the verts in the blue circle to move up, the ones in the red circle to move left and the ones in the orange circle to move in both directions while using one empty instead of two.

My first thought would be to create two shape keys. One for width and one for height. Then assign drivers to control them based on the X and Z positions of the control empty. That would mean your question would be answered by explaining how to create those drivers?

If I've understood you correctly...

Hook the vertices under E1,E2,E3 to their respective Empties
Give E1 a Copy Location constraint, copying E0 in X only
Give E2 a Copy Location constraint, copying E0 in Z only

Hide, and/or lock down E1 and E2, if you like..
Not sure about your other requirements, but you could, say, put another 'Root' Empty at the bottom right corner. Then, if the copy-constraints are all in Local > Local space, you can parent all other components to the root, and move / rotate the rig as you wish.


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Video render from 2.93 can't be played
Blender newbie here.  I was doing a video editing project using Blender 2.83 LTS and was able to complete and render an mp4 video successfully.  I was having a bunch of issues though, including it crashing / exiting frequently.
For the next video, I updated to 2.93 LTS.  Great news!  Crashes went away and everything seemed much faster...  The bad news is the render I did can't be played in Windows media player or VLC.  It can't even be imported back into a different Blender video project.
I went back and loaded the first blender file and re-ran the render without changing any settings.  The output was significantly smaller (99MB instead of 2.3GB) and also can't be played.
Any suggestions on how to resolve or do more debugging?  Nothing is giving me an error beyond "can't be played" so I'm not sure what the problem is.
Settings used are:

1920x1024, 100%
Frame rate 60 fps (same as source)
FFmpeg, RGB
MPEG-4
H.264
High Quality (I also tried medium)
"Good" encoding speed
MP3 audio (I also tried AAC)

Sounds like serious trouble (bug), have you checked the console (window -> Toggle System Console). Also: Blender lets you combine containers with codecs all over the place, which most players don't appreciate. However VLC and Blender re-import should be fine with it.
If you have the time (urgency) to test, leave out the audio for a quick test and see if that's the reason. I don't think mp3 is very popular with video.

@FrederikSteinmetz - Thanks for the feedback.  As you'll see from my answer, I found the problem, but knowing about the console seems like something that will save me time in the future.

User error (unsurprisingly).  Turns out I'd managed to fill my hard drive.  Blender was just giving up when it hit the limit.
In my opinion, this really should have resulted in a visible error message that would have helped identify the problem, but at least now I know what to look out for.


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UV texture Nodes
I have been facing an issue for several days, and having tried most of the recommendations out there I wanted your help
The UV texture I use on a mesh plane does not appear in my renders, even though the material and texture seem to be applied correctly
I have been trying to debug the problem in the render layers and the node editor without any luck
Configuration
Blender Render
Blender 2.79

Please find attached my blend file
https://drive.google.com/file/d/1Km_nCSI0qQM94q5GTPjQGMcFEjtntpY_/view?usp=sharing
Thanks in advance!
Stefanos C.

https://blender.stackexchange.com/questions/61013/why-is-the-node-editor-showing-different-kinds-of-nodes

You should disable use node of IMG_7930_b.jpg.000 and increase world mist start amount https://youtu.be/F1y6CmgN1nU

Thanks a lot for your help - This has resolved the problem!


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A quick way to set all visible objects on a layer to non-rendered (camera icon off in 2.79)?
I'd need a quick way to set the renderability (camera icon) off for all invisible hidden objects in a selected layer.
Basically I am trying to make an ao bake but I'd need to turn renderability off for all objects that are hidden. Due to the big size of the scene and big number of objects I don't want to do this manually. And I only need to do this for one layer. I don't want to adjust renderability for objects on other layers.
Other option would be to use the visibility for renderability (use the eye icon for the camera icon so to speak) and just ignore objects in the bake that are set hidden. Is that possible?

Read the second part of this answer: https://blender.stackexchange.com/questions/2896/hide-geometry-in-render

Thanks, perfect!


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Split meshes into separate objects based on closeness to others
I can't share my files but I have a long river scene where I have placed various rocks and plants along the river edges for several miles. These meshes are all now in one object as a result of being converted from particles to meshes and finally to a single mesh.
What I'd like to do is split this one huge multimillion vertice object to smaller objects so that each object still contains meshes near itself. Like take a big grid and make all meshes in one square of the grid into its own object and split the big object into smaller ones like that.

To separate objects see https://blender.stackexchange.com/questions/6184/splitting-pieces-of-a-mesh-into-a-new-object. Note that operator doesn't have any information about how one mesh is far from another one, the closest is to separate by loose parts (which isn't always desirable). Quick way could be to select several meshes and separate them by selection

Separating by selection is super slow as blender really struggles with the vertice quantities. It takes like 5-10 minutes to separate a small selection. I was hoping there was some trick to make those hundred 10 minute operations maybe into one 20 minute one. The basic selection tools don't work and I knew them already before asking the question.


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A Black Material Problem on imported DAZ Obj materials
I'm currently trying to materialize a DAZ Imported OBJ Character and the process was difficult, but I'm making good progress in the translation. However, I've run into a wall.
Im trying to simplify the materials and I'm trying to work my way to only a few materials for the model. The problem occurs when I try and take exact node groups of a material, and plug them into another material in order to effectively combine them.

This is my Node group. When I put it into another material and use the necessary UV Input node and connect it to that materials output node, I get a black mesh error. You can see the error on the straps. They should all be white.

The above image is a picture of me disconnecting the Bikini strap material, because its not necessary. I have copied the nodes into the Bikini Bra material from the bikini strap material.

In the above picture you can see how I put both the Node group along with the parent material into a mixed shader. It still doesn't work. In this picture we can see the data pane as well. My thought was that there was some kind of UV or extra data that I wasn't seeing, that somehow connected to the materials, making them specific to the nodes. Effectively only allowing me to use certain materials, excluding me from the new ones I created. Hence causing my current predicament.
The major problem seems to stem from the objects inability to deviate from the materials directly imported from DAZ, for a reason that I don't know. As long as I use the original generated material slot directly imported from DAZ, my custom node group works. The logic is working.
But if I copy and paste that same logic into another material, even if it was originally generated like the other materials. It wont work. The bikini strap example was used with two imported materials from DAZ, the only materials that seem to work.

The above image shows my Torso.004 Material working, even though I made the material a unique copy. Independent of my newly created material I will show you next.

As you can see, the newly created material, is using the same exact nodes from the torso.004 material imported from DAZ. The only difference is that I created a new material to house those same nodes that worked before.

Anna_Body is the new body material I wanted to use so it could house my different node groups into a combined single material for the mesh body. I find it peculiar that it doesn't seem to have the same data children as the other materials. Even though in the nodes, they reference the same images as the original materials do.

As above, you can see my new Anna_Body material doesn't have any of the kd.91 texture files, even though I do in fact reference them in the node group I made and put into the custom Anna_Body material.

In this picture you can see into Anna_Body Material group. I even made sure to make a copy of the image as unique so there wouldn't be any cross over conflicts. This unique node group works in the original torso.004 material as well, just not when I disable Torso.004 Material and try to use the Anna_Body Material instead. The nodes are effectively the same.
I really tried to make this as clear as possible, if you want more information I can give you pictures. Because this is a Daz proprietary model (victoria 7) I am not allowed to distribute the blend file.
Any suggestions or ideas would be welcome or even references, I've scoured the interwebs but I really don't have any idea of what I should even look into to find a solution or even the cause for this. Anything would be awesome, thanks for taking time to even consider the post.

A lot of info about you problem, but a tldr summary That outlines exactly what your problem is in a sentence or two would be very helpful. If I understand correctly, your replacement node group material doesn't work properly? Have you tried replicating this on a simple non-proprietary mesh?

Im really not sure how I would recreate it. Usually materials and textures are pretty straight foreward for me. This is more advanced than I'm used to and was hoping there was something straight forward I was missing about materials in general.
I guess my question is: why isn't my new material displaying the textures of the other materials even though the nodes are the same?
I Tried to keep all the materials super simple and just plug in the textures so that I avoid any complications like this.

I had a closer look at your images, and it seems like in your new material, the node group's shader output is not connected to the material output node.
Connecting these up should fix things.


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Move randomly a plane with cut parts| Paper Furr
I am looking to create a sort of "flag", a plane with some cuts that are creating sort of "leaves" and I need to open these apertures with turbulence or wind.
Basically I need to recreate the same thing that is happening when you take a piece of paper and made a lot of cuts inside. When you will blow behind these little parts will open showing the hole of the paper
I tried with a particels system and vertex group. I created a surface with the holes and in a separated object, I have several "leaves" grouped with different vertex groups.
The static render is nice but for animation is absolutely not realistic and super heavy.

Is there any good way to approach this animation?
After I should shrinkwrap the entire thing on a curved surface that will be hidden.
Any suggestion?

You could try a cloth simulation and a wind force field. Pin the vertices that should be static

Thank you, I solved it! I watched some tutorials about flags, flying plastic bag and posters from IanHubert YouTube channel and I found a solution.
I made a plane as a piece of fabric, cut some faces and pinned all the vertex. Then I created the small faces with the same dimension of holes and let free to move with a wind force. Then playing with subdivision surfaces, boolean division and simply deform I get the right surface and shape of this "sail".
Thanks a lot! You saved me for my exam ahah

Please write your solution as a proper answer, not as a comment. Other users might find it useful. Save others for their exams...

SOLVED:
I watched some tutorials about flags, flying plastic bags and posters from IanHubert YouTube channel and I found the solution.
I made a plane as a piece of fabric, cut some faces and pinned all the vertex. Then I created the small faces with the same dimension of holes and let free to move with a wind force. Then playing with subdivision surfaces, boolean division and simply deform I get the right surface and shape of this "sail".


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What does simple sub-surf do?
I recently modeled a cupboard in blender to be sold in turbosquid . I read somewhere that a simple sub-surf modifier would make my normal model to a high poly model. So I added a simple sub-surf modifier and applied it. That was the first ti,e that I used a simple sub-surf and never knew what it'd do. When I went to edit mode it had a lot of loopcuts which was making my PC laggy . Is it really that necessary to add in this much geometry to the mesh? Why is it needed and where is it used?
Thank you.

No I don't wanna sculpt my model .I was just experimenting with the modifers

In sites like turbosquid I have seen a lot of models with unwanted subdivisions. I wish to know why the are doing it ,where all are they used ?

Simple, compared to Catmull-Clark, add geometry without smoothing, as explained here: https://blender.stackexchange.com/questions/19146/when-would-you-use-simple-subdivision-rather-than-catmull-clark-subdivision ... As Christopher says there seems no reason to use Subdivision Surface, unless you have a good reason. To give a bit of smoothness on the angles you can simply add bevels, it will make the object a bit more natural.

Related: When and when not to use subdivsion surfaces?

@christopher Bennett it will be helpful if you post the comment as the answer. Thanks a ton.

@Moonboots the link you have shared is very helpful...It explains most of my question . Thanks a lot for replying

@ Nxdhin2005 Alright, done!

For the record, all "Simple" Subdivision Surface Modifier does is subdivide your model, only it does it in the temporary, non-destructive manner that modifiers do (until you apply it).
Unless you are looking to add extra detail to your model, there is no reason to make a high poly version of it. It's my impression that lower poly count models are preferred on sites like TurboSquid.
Often models sold on sites like that come with 2 versions - a high poly and a low poly. The high poly generally is good for still images and renders, but has an unacceptable number of faces to be used in something such as a game engine. For this, people can either use the low poly model, or bake the normal information from the high poly to the low poly to add the look of detail without adding actual geometry.
If used in a game engine, the unmodified low poly can also be used as a LOD (Level Of Detail) model for times when the object is visible, but too far away for detail to matter. So all, in all, you should be aiming  to use as little geometry as possible in the models you plan to sell. You only need as much subdivision as your detail requires for it to "look good"


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why not complete line?

when I set ctrl+R the vertices dont appear around of model,please explain

Because as it crosses a triangle, Blender doesn't know where it is supposed to continue, that's one of the reasons you should use quads as much as possible, with quads there would be no ambiguity.
But if you want to keep your topology as it is and quickly create your edge loop you can use the knife tool.


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How to hide certain layers when rendering
I'm doing a transition effect in Blender 2.8 beta and I need help in rendering only the layers whereby my low poly character and the effect is on it and not the target object controlling the effect appearing alongside in the rendered animation. Please help, it's my assignment. Tq


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How do I achieve this sort of graph wireframe effect in my 3D objects? Blender 2.8
I want to achieve this cool translucent see-through effect with a graph wireframe background in my 3D objects as shown in the images below. How do I do this?
I have regular low poly objects with materials. This effect comes in really handy when you want to explain the architecture of an opaque object.
So, for an object I need to have both the effects. The regular opaque material design look & the translucent see through look;
I am using Blender 2.8
The screenshots are from a youtube channel called the Real Engineering

Try a Translucent Shader any shader, lol, with the blend mode (if you're using Eevee) set to additive.  The Principled shader works well : )  GL OP


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How do I find User Preferences in 2.8?
The manual for V. 2.80 says:
 "To open the User Preferences editor go To File ‣ User Preferences. "
User Preference does not exist under File.
I want to make paths to folders with filepaths
Where do I find it?

User preferences for 2.8 are now under the Edit > Preferences menu, to the right of File menu.

Saving and loading of settings has been moved into the Preferences window and is now done from a dedicated popup dialog, at the bottom left of the panel.

Autosave is on by default, meaning that any changes should be saved automatically on (gracious) exit. If Auto Save is disabled, a save button is made visible and settings are only saved at user discretion (good for testing with keymaps and other hard to reverse or critical settings).

Thank you for your reply.
Blender/I cannot find the window from the manual showing the path of the named Dir.
Ex.
File Pats:
Fonts
Texture
Render output
Etc.
There is nothing called User Preference
This is the first time I use this program so I am completely on the bare bottom.

The official manual is for the current official release 2.79 version, you are probably using 2.8 nightly builds which is in Beta and not out yet

Should I go back to the 2.79 version?
Or is there a way to make paths to dir with "Temp" files, Rander cache and Render output etc.

2.8 is not ready for production yet, If you are using Blender for work you should go for 2.79, otherwise most old settings should still be available there

Thank you very much for your help.

Is this still the case?  Appears to have moved back to edit menu.

I think I read somewhere it was moved back yes.I don't currently have an updated build to check it, but will update when I do


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Information about updating from v. 2.79 to v. 2.79b
One can always be wiser.
Unfortunately, it was not possible to move the settings from v. 2.79 to v. 2.79b. As the included installer installed v. 2.79b on v. 2.79.
Fine. But all my presets disappeared so I have to get started on the gene.
It might not be an idea, in future programs, to provide a "normal" update option.
Or is there a good reason why it should be so?

I am using Windows 10.
Where is the folder that is not part of Blender's folder? I'd like to look for something written there

Try path: %APPDATA%/Blender Foundation/Blender/ (Windows) there should be a folder called 2.79, this is shared between all 2.79 series of blender include 2.79b
This is the preference and start up and some script setting folder. You should manually backup these files before update to 2.79b if you are worry about it.
After install 2.79b, you can manually copy back your backup files(not recommend, only setting is lost or blender failed to import old preference)


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How do I find 'Remove Doubles' in 2.8?
I looked it up and 'remove doubles' should be under Mesh in 2.8.

I can't find it.

it's now alt M > Merge By Distance

Remove Doubles is now renamed as Merge By Distance.
and it is located under

Mesh> Clean Up > Merge By Distance

and

Vertex > Merge Vertices > By Distance

(in Edit mode )
Shortcut key is Alt+M > By Distance


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Cycles Render CPU Usage Low with Dual Xeon
low CPU usage on Dual Xeon (128GB RAM) when rendering "blenderman" using command line and Cycles on Ubuntu and Win10. Using latest 2.8 build.
Single i7 3rd Gen gets upto 100% using GUI and CMD on Windows 10...
GUI and CMD on i7 and Win 10 using "blender -b Blenderman.blend -f 2"

CMD on Dual Xeon on Win10 "blender -b Blenderman.blend -f 2"

CMD on Dual Xeon on Ubuntu..."blender -b Blenderman.blend -f 2"

What gives?

Your threads exceed the tiles number (cool!).
You can't render a tile with more then one hyper core thread. Change the tiles size

See this, I got 512x512 tile size with Full HD size rendering, there are 8 tiles been rendering, with 100% CPU in i7-4770k(4C8T).

But with 1024x1024 tiles, there are only 4 tiles to render. So 4 Thread are used with 70% CPU load(Hpyer thread)

Perfect that works a treat. thanks for the info. It was certainly a nice problem to have to solve :)


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What's the easiest way to open a blend file through the Python API?
I am looking for the easiest way to open a *.blend file through the Python API. Do I need an operator for this command? Can anyone help out?

From the command line? From within Blender? What's your goal? You can use bpy.ops.wm.open_mainfile(), there is a blend_render_info module as well as a blendfile.py might want to work with, you can use the command line, bpy as standalone module etc. Please edit your question and add your requirements.


text:
Is it possible to create image data from a base64 encoded PNG?
I have a base64 encoded PNG image, and I want to load this into an image. I could write a simple PNG decoder and read every pixel, but this would be very inefficient as this would be done on a per-pixel-basis through Python.
Is there a way to feed bpy.types.Image with the entire raw string of a PNG that doesn't come from disk?

This seems to work.
def image_from_data(img_name, data):
   # Create image, width and height are dummy values
   img = bpy.data.images.new(img_name, 8, 8)

   # Set packed file data
   img.pack(data=data, data_len=len(data))

   # Switch to file source so it uses the packed file
   img.source = 'FILE'

   return img

You can also change the packed data afterwards with another .pack() call; use .reload() in that case to refresh after the change.

That works flawless! Thanks!


text:
In which menu should I put my plugin?
I wrote a small Blender plugin, and I was wondering what the common location for plugins is in Blender? The plugin opens a small UI inside the viewport to perform an operation on the scene.
My priority would be:

A button in the viewport (visible in all modes)
or
Adding it to the Window menu.

Is either of these options a common location for Blender plugins?

It's up to you but from what you say anything that relates to viewport probably fits in as VIEW3D panel. note you can append to existing panels to reduce clutter.


text:
How to have the Rigid Body Constraint of an Animation Nodes's Empty point to other instances instead of the original objects?
I know the question might be a bit convoluted, so I'll try to explain here what I'm doing.
I'm using Blender 2.93.5 and Animation Nodes 2.3.0.
I want to realize, in 3D, an equalizer-style audio visualization, where each frequency bar tip has a smaller item bouncing on top; something like this:

I have the working version without bouncing tips...

...and I have a working example for the moving tip, constrained using an Empty with Rigid Body Constraint physics enabled on "Generic", with only the Z Axis free to move:

Now the problem is that when instantiating all the eq bars, every Empty instance continue to point to the original "center" and "tip" objects, resulting in a mess bouncing all around:

I can manually make every Empty instance point to the correct instantiated obj, instead of the original one...

...here i.e. the Empty.011 is highlighted and I edited Cube.Tip to be Cube.Tip.011.
Unfortunately this solution is not stable, because as soon as I move something and the animation nodes editor updates, the manual edit is being overwritten (i.e. if I increase the number of eq bars).
Is there a solution to this?
Thanks.

what do you mean with "bouncing on top"....so it should not just show the maximum value, but "dance" somehow? have you maybe an example yt link how it should look like?

but for your "problem"...i don't think that this is possible right now with animation nodes....except....you use the script node and then you can do it yourself via python.

@Chris by "bouncing" I mean that the tips are projected on top of the bars by their up-down movement along the music and fall down due to gravity. It's a quite interesting look, it reminds me of some old Technics HiFi I had many years ago.
Thanks I'll take a look at the script node.

The other possibility is you „fake“ the falling down by some math and/or falloff. Then you could avoid scripting


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Bevel not working, still got a flat face!
I have this going on with bevel, anyone know whats causing it?
I created this shape by copying edges from the main object then filling in the faces.
I've tried CTRL + b and the modifier, I've created vertex groups, adjusted the weight, checked the normals, just can't get it to bevel.
I'm new to Blender.


text:
Blender on DELL Poweredge and OpenGL 3.3 Requirement
I am building a render farm at home with old DELL Poweredge R620 servers.
I'm planning to run Linux but to test Blender I quickly loaded Windows 10. Blender when starting hits me with error about OpenGL 3.3 minimum requirement.
Is this also a requirement of Linux as it loads but the screen is missing icons and looks pretty corrupt?
Is there anyway around this or do I have to install an old GPU into each server?
thanks
Dave

As far as I know, OpenGL is needed for the UI, however you do not need the UI to render with Cycles. If that"s what you are after, you might want to look into rendering from the command line.

https://blender.stackexchange.com/questions/118952/what-are-the-minimum-spec-requirements-for-2-8 and https://blender.stackexchange.com/questions/119475/will-blender-2-8-official-realise-be-able-to-run-on-computer-with-graphics-drive and https://blender.stackexchange.com/questions/137257/blender-2-8-beta-opengl-3-3-error/137352#137352


text:
Geometry node model becomes white after converting it to mesh
I was trying to get the procedural building demo of geometry nodes to convert into mesh so that I can export it as a fbx for my game but when I apply the geometry node it becomes white
Here's a video in the reddit post showing the problem:
https://www.reddit.com/r/blender/comments/ohx3jn/geometry_node_model_becomes_white_after/

Some of your base meshes might have flipped normals or more than one material assigned to them.

@metaphor_set: did you try to apply geomode modifier? i could reproduce his behaviour...

@Chris - Last time I tried, it worked as expected, albeit on a simpler object and also not with Blender 2.92.1. If it's a reproducable problem, it's probably a bug and should be reported on the official bug tracker

I have a feeling this is due to the objects being instanced.  They don't have their own real UV or materials; the instancing object probably doesn't even link the mats used.  Right now, in 2.93, this is probably just a fact of life for instanced GN meshes.  It is part of something that is already being worked on, because there are a whole horde of problems associated with this (instanced attributes being unavailable, further modifiers destroying instanced UV, etc.)  But I can't say what we'll end up with in the end.

Hello and welcome. While files, images, and external videos or links may be helpful additions they should not be the only way to obtain information about your issue. Don't make understanding your question rely on downloading a file, watching a video or visiting an external site. Use the builtin tools to upload images or gifs, along with thoroughly explaining the problem in written form so it can be indexed and searched for thus helping future visitors with similar issues.


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How to avoid half-spheres being black on ambient oclusion map when they are joined to the model at his bottom?
I made a model of a small robot for my animation. It has three spheres cut in half attached to the bottom (For now i just cut them and joined with the rest of the mesh, without interior faces). I am saving my models as FBX always and texturing them in Quixel Mixer. The problem is, when i try to bake Ambient Oclusion map for this one, every time bottom spheres are whole black. Of course i understand that it somehow means that they are behind bottom face and light can't get there... but i saw a lot of models with elements on theit bottom and they weren't black on AO. How to fix it?

Have you checked your meshes for flipped normals before exporting to fbx?

Thank you! I didn't know i can display flipped normals in that way, you probably just gave me a solution for most of my problems.

You're welcome. Blender's UI hides a lot of little helpers. It's really worth exploring because they are all useful in some cases.


text:
How to convert a blender material to a simple color in mass?
I have around 200 small spheres that are a part of a 3D data plot and I want to color them based on their z position. The way this is done is by making a material that uses a color ramp based on the z coordinate of the object, and applying the material to every sphere.
The problem is that I want to export this to a glb/glTF and the color ramp node doesn’t function when exported. How can I convert my 1 material into a simple base color for every sphere? It is ok if every single sphere has a different material, its just that doing this by hand is very time consuming.
Thanks

@A T Please show your current material graph (with the color ramp node).

You can get away with 1 material and 1 image texture if you use Project from View for the UV unwrap.
Material:

3D plot / cloud points:

Add a square plane for your point cloud and give it the same material. Bake the texture. Then select everything and UV unwrap (U) with Project from View in orthographical view (Numpad 1). Scale the UV islands to fit the gradient image vertically if needed. Done.
PS: Yes, the UV map is scary. Keep the spheres low-poly.