text:
Geometry nodes - Curve Array with Constant Step
I want to make a Curve Array with constant 0 step, like on the gif.
For now, i guess, in geometry nodes, if you want to do an array, you should use setup below, but it provides non constant step.
(Of course we are talking about several curved splines in a curve, not just a straight line in this task)

Simple setup, that I'm using:

Another (more simple) solution based on index node and points node.

Curve to Points and Resample Curve nodes at Length mode will round the provided value down so there's no small piece of curve left at the end. From the user manual:

Length: Sample each spline by splitting it into segments with specified length. The length will be rounded down so that a whole number of samples will fit in each input spline. To counteract jumping when the length of the spline changes, the Trim Curve node can be used with a multiple of this length.

Here's a setup where you can get the Curve Length, Divide that by the desired length (the length of your instances) and Round down the result to see how many instances would fit the curve we have. Then you Trim Curve to the exact length before resampling it:

This should work, but it seems to fail at some particular values. I'm not sure why that is—if I'm missing something or if it's a bug:

Using a Subdivide Curve instead of Curve to Mesh or Resample Curve seems to work without any hitches, if that suits you:

I didn't get it: why are the cubes scaling on your example?

and it's also not working.. sorry, but thanks for your attention

@Bicukow Because I'm using the dividing value to also size the cubes, if you simply move the endpoint of the curve to lengthen it, cubes won't scale. I'll change the gif when I find the time if that's confusing.

@Bicukow What do you mean by "not working"?

I mean it's not working like on my first gif

I realy think this task should be done with curve sample node, but i do not how..
because we should not use the original geometry as points for instansing

@Bicukow Can you show me how it's not working? What does it do? Why do you think we shouldn't use the original for instancing?

Can you please update your gif? The Cubes are still scaling

Using Simple Mesh Line node with Sample Curve node, due to specific behavior of Mesh Line Node we are able to "create" instances with constant step

So we need just to Sample Position from that Mesh Line and Set those Position to the original Curve

Also working with many curves thanks to All Curves Radio button on the Sample Curve NOde

Hi Bicukow, can you share the node setup for this please, the above one is not working, or the blend file if you will


text:
Geometry nodes - Pack UV Mesh quads sliced by Grid into first UDIM (0..1)

I want to place all of slices by grid quads of my mesh with some topology into first UDIM.
I've found solution, but I think it can be improved.
I've used a Scale elements node to avoid errors with Sample Nearest Surface Node, because last one can't calculate/interpolate UV attr correctly due to back-to-back grids (by array node group)
Basically, I want to avoid Split Node, Scale Elements Node, Merge by distance Node
Or another solution...

You're 2D-arraying a default "Grid" and then sample UVs from it, however when you're sampling at a position equal to an edge/corner of the source "Grid" array, there's 2/4 competing faces to sample the attribute from. This is why you're scaling your faces down a little.
However the "Sample Nearest Surface" has a socket "Sample Position" that allows you to override the sampling position. Instead of scaling the face, scale the position by moving it towards the face center:

Inset Coords group:

source: Stack Exchange

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

sort: votes


text:
Geometry nodes: Raycast in two opposite directions simultaneously
I want to use raycast node in two directions: 0,0,-1 and 0,0,1
So can I avoid ugly nodesetup with two raycast nodes and use just one?

I don't think that's possible. Ray direction doesn't have an "S", so it's one direction only

You can always make a group out of these nodes if you want to tidy up your nodes.

I thought we can use source position socket to just offset to negative direction.
In my case we can plug postion node to source postion socket and just add some value to Z.
But we should consider ray direction socket and ray distance socket to keep node setup more all-purpose

Raycast have a single origin, and a single direction. If you want it to be all-purpose, grouping the nodes would be a good way, with a vector (0,0,1) as input and a Scale Vector set to -1.

Not possible. (But did you notice you're taking the position of the "not hit"? That means no position or 0,0,0)

(Using Blender 4.2.4)
Overview and Setup
The proposed approach is shifting the Source Position along the Ray Direction such that the new Source Position is on a bounding sphere of the Target Geometry, thus outside of the Target Geometry. Then a single ray is cast inwards this sphere.

Figure 1: Main GeometryNodes graph and setup for two lines targeting the default Cube, with its bounding sphere drawn as an Ico Sphere. Red dots are initial sources, blue dots are shifted sources, and yellow dots are hit positions.
For the demonstration, Source Position and Ray Direction are defined by a set of unconnected edges, such that per edge the first vertex is the Source and the Ray Direction is aligned with the edge.
Resources:
(Blender 4.2.4+)
GeometryNodes Modifier

Figure 2: Nomenclature and group nodes.
Nomenclature

$C$: Bounding sphere center
$\vec{n}$: Ray direction, with $\| \vec{n} \| = 1$
$O$: Origin of the object to which the modifier is attached
$R$: Bounding sphere radius
$S$: Initial source
$S'$: Shifted source
$\lambda$: Signed shifting distance along $\vec{n}$

Main graph
(see Fig.1)
1. The Bounding Sphere group node is computing $R$ and $\vec{OC}$.
2. The Source group node is computing $\vec{OS'}$ and $\vec{n}$.
3. For the demonstration, shifted sources are displayed as Points. Their number is equal to the Edge Count of the object to which the modifier is attached.
4. The Raycast node intersects the Target Geometry with the ray from $S'$ along the direction $\vec{n}$. It is to notice that the Ray Length is set to $2R$, the largest distance inside the bounding sphere.
Bounding Sphere group node
The bounding sphere is oversized from the Target Geometry Bounding Box (see Fig.2 top left).
5. $C$ is computed as the center of this Bounding Box.
6. $R$ is computed as half the length  of this Bounding Box diagonal.
Source group node
(see Fig.2 bottom, and the Mathematics section thereafter)
7. The dark pink nodes are computing
$$
\Delta = R^2 - ( \vec{CS} )^2 + ( \vec{CS} \cdot \vec{n} )^2
$$
8. The dark green nodes are computing
$$
\lambda = \left\{\begin{array}{ll}
\vec{CS} \cdot \vec{n} + \sqrt{\Delta} & \textrm{if } \Delta \ge 0\\
0 & \textrm{otherwise}
\end{array}
\right.
$$
9. The dark red nodes are computing
$$
\vec{OS'} = \vec{OS} - \lambda  \vec{n}
$$
10. $\vec{OS'}$ and $\vec{n}$ are evaluated using Sample Index nodes set in Edge domain.
Mathematics
The shifted source position $S'$ is defined by two relations:

$S$ and $S'$ are aligned along the direction $\vec{n}$. Consequently, $\vec{SS'} = -\lambda \vec{n}$. It is to notice that the minus sign is arbitrary ; it is chosen to simplify the algebra.
$S'$ is on the sphere with center $C$ and radius $R$. Consequently, $\| \vec{CS'} \| = R$.

It follows that:
$$
\begin{array}{rcl}
R^2 & = & ( \vec{CS'} )^2 \\
    & = & ( \vec{CS} + \vec{SS'} )^2 \\
    & = & ( \vec{CS} - \lambda \vec{n} )^2 \\
    & = & ( \vec{CS} )^2 - 2 \ \vec{CS} \cdot \vec{n} \ \lambda + \lambda^2
\end{array}
$$
Thus $\lambda$ is solution of the quadratic equation:
$$
\lambda^2 - 2 \ \vec{CS} \cdot \vec{n} \ \lambda + ( \vec{CS} )^2 - R^2 = 0
$$
Let $\Delta$ be the discriminant defined by:
$$
\begin{array}{rcl}
\Delta & = & ( \vec{CS} \cdot \vec{n} )^2 - \left\{ ( \vec{CS} )^2 - R^2 \right\} \\
    & = & R^2 - ( \vec{CS} )^2 + ( \vec{CS} \cdot \vec{n} )^2
\end{array}
$$
If $\Delta \lt 0$, there is no intersection between the straight line defined by $(S, \vec{n})$ and the sphere, so no intersection between the ray and the Target Geometry. Consequently, there is no need to shift $S$ and $\lambda$ is set to $0$. Otherwise, $\lambda$ is defined as:
$$
\lambda = \vec{CS} \cdot \vec{n} \pm \sqrt{\Delta}
$$
The $\pm$ sign is because there are two intersections between the straight line defined by $(S, \vec{n})$ and the sphere. The $+$ sign is chosen to shift $S'$ away from $S$ in the direction opposite to $\vec{n}$, to keep $+\vec{n}$ as Ray Direction. So if $\Delta \ge 0$, $\lambda$ is computed as:
$$
\lambda = \vec{CS} \cdot \vec{n} + \sqrt{\Delta}
$$
Eventually, $\vec{SS'} = -\lambda \vec{n}$ yields:
$$
\begin{array}{rcl}
\vec{OS'} & = & \vec{OS} + \vec{SS'} \\
          & = & \vec{OS} - \lambda \vec{n}
\end{array}
$$
NB: the other root of the quadratic equation $\lambda = \vec{CS} \cdot \vec{n} - \sqrt{\Delta}$ can be used "to raycast" in $-\vec{n}$ direction.

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


text:
Python - Update (Re-register) operator each time it called

With the code bellow I want to generate list of files in specific folder and draw them in Popup menu (EnumProperty). It works fine, but I also want to update this list each time I called operator to redraw items in the list, so if you added some .py script file to folder it will be shown in the list.
If you have more relevant proposal to complete this task feel free to provide it, but please, keep code as simple as possible.
import bpy
from os.path import isfile, join
from os import listdir

#current_dir = bpy.data.filepath.replace(bpy.path.basename(bpy.data.filepath),'')
folder_path = bpy.utils.script_paths_pref()[0]+'\\' # path from <Script Directories>

def update_filelist(): # create file list of directory
    allfiles_list = [f for f in listdir(folder_path) if isfile(join(folder_path, f))]
    files_list = [f for f in allfiles_list if '.py' in f]
    print(files_list)
    return(files_list)

def update_enum_items(files_list): # create list of items for EnumProperty
    enum_items = [('OP' + str(i + 1), item, folder_path) for i, item in enumerate(files_list)]
    print(enum_items)
    return(enum_items)

update_filelist()
update_enum_items(update_filelist())

class RUNSCRIPTFROMFOLDER_OT_PopupMenu(bpy.types.Operator): # enum operator
    bl_label = "Run Script from Folder"
    bl_idname = "wm.run_script_from_folder"

    preset_enum : bpy.props.EnumProperty(
        name="execute",
        description='Select a .py script',
        items = update_enum_items(update_filelist()) # dynamic 'items' list for enum operator
    )

    def invoke(self, context, event):                # dynamic update filelist on invoke
        wm = context.window_manager
        update_filelist()
        update_enum_items(update_filelist())
        return wm.invoke_props_dialog(self)

    def draw(self, context):
        layout = self.layout
        layout.prop(self,'preset_enum')

    def execute(self, context):                   # dynamic execute func for enum operator
        files_list = update_filelist()
        for item,i in enumerate(files_list, start=1):
            if self.preset_enum == str('OP' + str(item)):
                filepath = folder_path + i
                # bpy.data.texts.load(filepath)
                exec(compile(open(filepath).read(), filepath, 'exec'))

        return {'FINISHED'}

classes = [RUNSCRIPTFROMFOLDER_OT_PopupMenu]

def register():
    for cls in classes:
        bpy.utils.register_class(cls)

def unregister():
    for cls in classes:
        bpy.utils.unregister_class(cls)

if __name__ == "__main__":
    register()

Hello, the list should be updated every time you run the operator. BTW it's a bit weird to use item as an index enumerator and i as an item enumerator, I would swap both.

Standard answer
items=update_enum_items

In an enumerated property, if you want the item list to be constantly updated, insert a function object into the item.(But do not execute it.)
def update_enum_items(self, context)

Then, for the update function, insert the argument (self,context).(This is the rule.)
That's all.
However, since it is dynamic, the script may become heavy depending on the state.

import bpy
from os.path import isfile, join
from os import listdir

#current_dir = bpy.data.filepath.replace(bpy.path.basename(bpy.data.filepath),'')
folder_path = join(bpy.utils.script_paths_pref()[0],"addons")

def update_filelist(): # create file list of directory
    allfiles_list = [f for f in listdir(folder_path) if isfile(join(folder_path, f))]
    files_list = [f for f in allfiles_list if '.py' in f]
    # test
#    for idx,file in enumerate(files_list,start=1):
#        print(idx,file)
    return(files_list)

def update_enum_items(self, context):  # The callback function must receive two arguments (self, context)

    files_list = update_filelist()
    enum_items = [('OP' + str(i + 1), item, folder_path,"FILE_SCRIPT" ,i ) for i, item in enumerate(files_list)]
    return enum_items

class RUNSCRIPTFROMFOLDER_OT_PopupMenu(bpy.types.Operator):  # enum operator
    bl_label = "Run Script from Folder"
    bl_idname = "wm.run_script_from_folder"

    preset_enum: bpy.props.EnumProperty(
        name="execute",
        description='Select a .py script',
        items=update_enum_items  # Specify callback function
    )

    def invoke(self, context, event):  # dynamic update filelist on invoke
        wm = context.window_manager
        return wm.invoke_props_dialog(self)

    def draw(self, context):
        layout = self.layout
        layout.prop(self, 'preset_enum')

    def execute(self, context):  # dynamic execute func for enum operator
        files_list = update_filelist()
        for item, i in enumerate(files_list, start=1):
            if self.preset_enum == str('OP' + str(item)):
                filepath = join(folder_path, i)
                exec(compile(open(filepath).read(), filepath, 'exec'))

        return {'FINISHED'}

classes = [RUNSCRIPTFROMFOLDER_OT_PopupMenu]

def register():
    for cls in classes:
        bpy.utils.register_class(cls)

def unregister():
    for cls in classes:
        bpy.utils.unregister_class(cls)

if __name__ == "__main__":
    register()

This should complete the answer, but... (anti-garbled)
By the way, if you are a non-English speaking type (i.e., multi-byte manipulator), Blender seems to have a bug whereby calling an item of an enumerated type from a function before execution will "garble" it.
def get_enum_items(self, context):
    return _enum_items  # Read only

To resolve this method, you must generate the listings in advance.That is what this function does.
def update_enum_items(self, context):
    global _enum_items  # Declare global only in update functions
    files_list = update_filelist()
    _enum_items = [('OP' + str(i + 1), item, folder_path, "FILE_SCRIPT", i)
                   for i, item in enumerate(files_list)]
    return _enum_items

The technique is to manage the list in a global variable and share it with functions.
def invoke(self, context, event):
    update_enum_items(self, context)
    return context.window_manager.invoke_props_dialog(self)

Since the list is updated only once within INVOKE,
This also improves performance within the popup window.

import bpy
from os.path import isfile, join
from os import listdir

folder_path = join(bpy.utils.script_paths_pref()[1],"")
_enum_items = []

def update_filelist():
    allfiles_list = [f for f in listdir(folder_path) if isfile(join(folder_path, f))]
    files_list = [f for f in allfiles_list if '.py' in f]
    return files_list

def update_enum_items(self, context):
    global _enum_items  # Declare global only in update functions
    files_list = update_filelist()
    _enum_items = [('OP' + str(i + 1), item, folder_path, "FILE_SCRIPT", i)
                   for i, item in enumerate(files_list)]
    return _enum_items

def get_enum_items(self, context):
    return _enum_items  # Read only

class RUNSCRIPTFROMFOLDER_OT_PopupMenu(bpy.types.Operator):
    bl_label = "Run Script from Folder"
    bl_idname = "wm.run_script_from_folder"

    preset_enum: bpy.props.EnumProperty(
        name="execute",
        description='Select a .py script',
        items=get_enum_items
    )

    def invoke(self, context, event):
        update_enum_items(self, context)
        return context.window_manager.invoke_props_dialog(self)

    def draw(self, context):
        layout = self.layout
        layout.prop(self, 'preset_enum')

    def execute(self, context):
        files_list = update_filelist()
        for item, i in enumerate(files_list, start=1):
            if self.preset_enum == str('OP' + str(item)):
                filepath = join(folder_path, i)
                exec(compile(open(filepath).read(), filepath, 'exec'))
        return {'FINISHED'}

classes = [RUNSCRIPTFROMFOLDER_OT_PopupMenu]

def register():
    for cls in classes:
        bpy.utils.register_class(cls)

def unregister():
    for cls in classes:
        bpy.utils.unregister_class(cls)

if __name__ == "__main__":
    register()

How to use class methods for garbled characters.
Another way is to use class methods for update functions and share enumerated items.It means to put "_enum_items" in the same scope.
import bpy
from os.path import isfile, join
from os import listdir

folder_path = join(bpy.utils.script_paths_pref()[1],"")

def update_filelist():
    allfiles_list = [f for f in listdir(folder_path) if isfile(join(folder_path, f))]
    files_list = [f for f in allfiles_list if '.py' in f]
    return files_list

def get_enum_items(self, context):
    return RUNSCRIPTFROMFOLDER_OT_PopupMenu._enum_items

class RUNSCRIPTFROMFOLDER_OT_PopupMenu(bpy.types.Operator):
    bl_label = "Run Script from Folder"
    bl_idname = "wm.run_script_from_folder"
    _enum_items = []  # Global variables are defined only once

    preset_enum: bpy.props.EnumProperty(
        name="execute",
        description='Select a .py script',
        items=get_enum_items
    )

    @classmethod
    def update_enum_items(cls, context):
        files_list = update_filelist()
        cls._enum_items = [('OP' + str(i + 1), item, folder_path, "FILE_SCRIPT", i)
                       for i, item in enumerate(files_list)]
        return cls._enum_items

    def invoke(self, context, event):
        self.update_enum_items(context)
        return context.window_manager.invoke_props_dialog(self)

    def draw(self, context):
        layout = self.layout
        layout.prop(self, 'preset_enum')

    def execute(self, context):
        files_list = update_filelist()
        for item, i in enumerate(files_list, start=1):
            if self.preset_enum == str('OP' + str(item)):
                filepath = join(folder_path, i)
                exec(compile(open(filepath).read(), filepath, 'exec'))
        return {'FINISHED'}

classes = [RUNSCRIPTFROMFOLDER_OT_PopupMenu]

def register():
    for cls in classes:
        bpy.utils.register_class(cls)

def unregister():
    for cls in classes:
        bpy.utils.unregister_class(cls)

if __name__ == "__main__":
    register()

def get_enum_items(self, context):
    return RUNSCRIPTFROMFOLDER_OT_PopupMenu._enum_items

To increase "code explicitness," we created an external
preset_enum: bpy.props.EnumProperty(
    name="execute",
    description='Select a .py script',
    items=lambda self, context: RUNSCRIPTFROMFOLDER_OT_PopupMenu._enum_items
)

The same is true for using lambda if you want simplicity in your code.

what do you mean by the script may become heavy?

You probably don't want to do this too much, but it will cause a reload every time you open an enumeration property while the window is open.In the latter case, it's a one-time process without invoke.


text:
How to set distance between 2 objects?
Is there any add-ons where I can adjust the distance between 2 objects accurately? I am not asking about measurement but location objects w.r.t to each other.
For ex:

Do you mean closest points on surfaces, or object origins?

Object Origins will do. I will be working with hard surface modeling so it will be all boolean.

Could you provide more details? At first though, no addon is needed for that.

I am from CAD background. So, trying to get my head around placing things accurately. I have edited my questions with an image so you will know what I mean. If blender can work with accuracy, my life will be easier ton times!

You can proceed in two steps: rotate the object the angle you want, then move it along its axis.
For a better visualization, you can activate "show axis", here we want to move the monkey from the cube:

From that rotate the angle you want: R and use the mouse and eventually set the value manually in the operator panl.
Then move along the axis G then XX (twice) to move along local axis, and again you can also set the value manually.

To keep them in the same configuration when moving, select one then shift select the second and use CtrlP.

This worked well :) Can you help me by elaborating the last line? I mean same configuration in the sense?

I meant, stay at the same relative positions/angles. You can move the parent and the child will follow.

Ok. Got it (y) Thank you again :)

You can just use a Limit Distance constraint for that. Simply add the constraint in the Constraints properties and set the target to your other object. Set Distance to the distance you require and Clamp Region to 'On Surface'. This will constrain your object to remain on the surface of a sphere projected around the target object.

Ok. I will try this method. I used to use grid snapping and place them step by step. I found it cumbersome. But any other thing which can help on the fly? I mean as soon as I place and pick up centers of 2 object then I can start dimensioning?


text:
Jaggedness in my rendered image in cycles rendering
Why there are so many jagged edges in my renders?

Here is the part file link: https://blend-exchange.giantcowfilms.com/b/mexg8QWK

Have you shade smoothed? Maybe share your file: https://blend-exchange.giantcowfilms.com/

Hello :). Looks like antialiasing artifacts - is the render displayed in 1:1 size?

@JachymMichal yes I have displayed this in 1:1 size only. I will add blend file. May be that can give you some insight

@moonboots Yes it is. I have also kept Auto smooth in my quick favorites :D Sure, I am sharing the file in a moment.

weird, it works fine here...

@moonboots in the blend file I shared, my setting will remain as it is or it will take your settings for rendering? It has got into my mind so much that I have started to see it in my viewport too lol

here it's good both in viewport and rendered

These are antialiasing artifacts caused by low resolution and high contrast.
Renders in 4K/8K (or with lower contrast) are visibly less jagged.
Why:
A 2K render simply doesn't have enough pixels for antialiasing such a narrow and contrasty area.
8K Render - High Contrast (still a little bit jagged)
8K Render - Low Contrast (perfectly crisp edges)


text:
0 libraries and 1 linked data-blocks are missing

The warning appears when opening my rig file, or opening a file where the rig is linked.
In the rig itseslf there's no orphaned data, or driver errors, or missing files.
So i cannot figure out what it is that is missing.
also info and outliner editors have no extra details.
I am not at liberty to share the rig, so my question is how you would find these issues, the same way missing libraries get highlighted in the outliner.


text:
How can I access pre-existing UV maps in an fbx?
I am trying to clean up some mistakes in an fbx model that I have and it would help tremendously if I could access the pre-existing UV maps in the model.
My outliner shows one mesh with multiple materials that have multiple textures underneath it.

I want to access the UV map for one of these textures.
Unfortunately, the UV/Image Editor shows one ridiculously complicated UV map that combines the UV maps of all the textures.

How can I select just the one UV map that comes with only one of the textures?

What is meant by "pre-existing UV maps"? If you have 2 versions of the same mesh, one with new UV map and one with old UV map corresponding to the UV layout used when textures were made then you can bake textures from the mesh with older UV maps to the mesh with newer ones. If all you have is mesh with new UV maps then no way to get old UV map back.

I might just be making a wrong assumption then. Would you expect EnvSamplerTex.006 and 007 in the image to contain the original UV map?

Hi  bds. There is nothing 'pre' about the existance of UV maps the way I see it. Also when you import anything to Blender it stops being in a format such as FBX and becomes data in a blend file so you are actually using existing UV Maps in Blender and not at all 'accessing pre-existing UV Maps in an FBX file'.

All existing UV maps can be accessed by simply selecting them in the Properties Editor, Data tab in the UV map list. They will be previewed in the viewport when selected, and you need to select the active one for rendering by clicking the camera icon:

When you need to use a few UV maps in a shader, you can specify the vector input for any texture to be the correct UV map with the node not so surprisingly called 'UV Map':

So all I had to do was to open the properties's panel material pane where all the materials are listed. Then selecting them and clicking on deselect allowed me to isolate the one I needed.

Hope this helps someone. :)

This is all the same UV map. When you select a portion of a mesh in edit mode, UVs are only displayed for the selected geometry, so you are only viewing different parts of the same UV map here by selecting only geometry with some specific materials assigned to it. This has nothing to do with accessing different UV maps.


text:
How to make the cloud bump effect from my Earth Render look smoother?
I'm bothered by the Bump node in Materials.
i'm trying to do a earth render and i want to recreate the cyclone's volume and have to find a good way to soften the bump effect.
on the left is the effect i'm trying to achieve.
[

And this is what my render look like now.

When i tweak the bump node to make it look smooth, it looks kinda flat, not fluffy enough.
But otherwise the shadow is too harsh and the whole thing just doesn't look like a cloud.
i also tried creating a normal map, didn't work out too well....
Any recommendation on what other methods should I try or what else can I do to resolve this? Big thanks to any advice!

[Update]
So i tried using a blurrred texture, It has some effect, I'll try to improve on that...

and also, the nodes i'm using

Is the cloud texture a separate texture from the rest of the globe? How do you apply the texture / use it in your material? Does the cloud texture have an alpha channel? BTW the result already looks pretty good!

Hi! i have 4 seperate uv spheres, one for the surface, two for clouds, one for atmosphere. The cyclone alone is on a different sphere from the rest of the clouds.(for better resolution). so what i'm applying to the cyclone is a seperate texture from everything else. The texture itself has alpha channel. I can see the transparency in my UV Editor. Thx for the compliment! I'm just really frustrated that i dont know if any node can smooth the bump a little bit

This is likely easier to do outside of Blender in an image editor. For instance selective gaussian blur in GIMP could be what you're looking for. The shader nodes unfortunately don't include the operations from compositing, so what you can do in the material to edit textures is quite limited. Well actually you can do many operations but it would be a very complicated node setup, e.g. to perform image filtering / convolution.

ok i'll try that, thx!


text:
Scale Instances by Proximity to Curve points with Radius Attr
I'm using curve as a proximity object for scaling scattered dots, but i'm want to use the Radius attribute of the curve also to manipulate scale of dots

What i want:

you will attract more people if you provide a blend file so we don't have to rebuild it manually...

You already have a small error here at the beginning: You capture the radius of the points in the Spline domain... And the problem is actually not to get the value for the radius, but much more the question how exactly this should then be utilized.

Probably distance should subtract radius, to make it the distance to the geometry the curve would produce if it was converted to mesh with default curve circle as a profile. Would be a signed distance to that.

Firstly You should use Map Range Node with Proximity Node always, because this is the only way to manipulate the distance value.
Secondly you need to use Sample Nearest Vertex with Sample Index Node (aka transfer attribute).


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Blender's invert node not working properly
What's wrong with Blender's invert node and how to make it work like in photoshop?
I need to invert image like in photoshop, but blender don't want to do that

I thought, that problem is in color space (16 and 32 bit float), but there is no difference
Original .exr image
I actually want to reproduce highpass filter like in this thread this thread, but without proper invert behavior this not working

You haven't made access to the file

*Crantisz, done

I think Photoshop inverts colors in sRGB color space, while Blender do this in linear. So, maybe the good choice is convert colors to sRGB and the return it back like this:

Sadly, the result isn't the same as in photoshop, also not only with 32 bit float, inverting jpeg in sRGB gives the same problem

Hi @Crantisz :). This still gives slightly off result. But the more I play with different images and formats, the more I think Blender is either trolling us or buggy :)).

@AlexanderBicukow I guess the problem will be that Photoshop and Blender use different color management / profiles, so that the different will already be after converting to sRGB and not the inverting itself. When I try with a simple JPG, I have to set the Color Space in the Image Texture node to Linear and then invert it - and it looks like in Photoshop.

This answer is actually correct
see this link for more info https://developer.blender.org/T98303

you could divide a small value (I have used 0.005) by your image
It's not the most accurate methode, but it looks okay


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Geometry nodes - Material Selection node not working
Material Selection node not working with anything: Distribution on Points, Separated Geometr
tested on two versions of Blender 3.5 & 3.6.2

Funni thing, that I have a project in which this node works just fine

Maybe try setting Viewer mode to Faces.

You need to switch to "link material of object to 'object data'"


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Geometry nodes - Select exact vertex on each mesh island (mesh topology)
input data: is just several quads
task: I want to get the middle of edge on each island (bottom, to be exact, but it's not critical)
but something is not right
on the screeshot i'm trying to get at least one of quad (mesh island) index

All input geometry is assumed to be quad:


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Python - Isolate Collection for rendering. Emulate "Ctrl+Click isolate render" in outliner in python
I want to "isolate" collection for rendering. The code is pretty massive IMHO. Is there an elegant way to code this task? I need code exactly. This task is just a part of project.
# Remember state of "hide_render" parameter of other collections
is_hide_render = []
for collection in bpy.data.collections:
    is_hide_render.append(collection.hide_render == True)

# Turn my collection on
bpy.data.collections["Collection for isolate rendering"].hide_render = False

# Return "hide_render" parameter of other collections
count = 0  # what a shame
for collection in bpy.data.collections:
    collection.hide_render = is_hide_render[count]
    count = count + 1

# Turn my collection off
bpy.data.collections["Collection for isolate rendering"].hide_render = True

The code actually not accurate, because you need to activate "parents" (up hierarchy) of a collection, to really activate rendering on it.
Thу question can also be put as follows: how to emulate Ctrl+Click on Collection to isolate rendering

Usually, view layers are used for this type of tasks. You can create new render layer and use exclude to hide layer_collection. It is not more "elegant" but looks like a proper way to do this task
import bpy

scene = bpy.context.scene

if "Render" in scene.view_layers.keys():
    renderlayer = scene.view_layers["render"]
else:
    renderlayer = scene.view_layers.new("Render")

for col in renderlayer.layer_collection.children:
    col.exclude = col.name != "Collection for render"

currentlayer = bpy.context.view_layer

bpy.context.window.view_layer = renderlayer

get back:
bpy.context.window.view_layer = currentlayer

Agreed this is the better way. Also gets rid of the problem of parents needing to be allowed too. And excluded collections won't be taken into account in the viewport for modifiers calculations etc. whereas if you only use the render setting they will.


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Problem in units
My goal is to make metric system adjust to my zoom of the scene automatically, as i've seen in this video https://www.youtube.com/watch?v=fdXzw225KVU 02:30 . But this does not work for me and i get this:

What's that?:)

It's unclear what you are asking, could you please edit your question and provide more information about what you trying to achieve and what videos you've watched?

I have no clue, never seen that before, looks like you are out of range and that is an exponential factor. Try zoomin far in or out, see if it changes

Nope, zoomin far in or out doesn't change anything

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


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Problem with bad topology
Sorry for miserable english.
Here is my problem: I made model by stupidly circling circuit.
With smooth shading it makes me sad. I understand that bad topology is the crux of problem but don't know how to make it better.
Whether there is a way to make this shape with adequate topology?
My blender file
https://drive.google.com/file/d/0B_-tV3odolwlZDg1eDdWbU5mSnM/view?usp=sharing

Add an "Edge Split" Modifier or "Bevel" Modifier. https://docs.blender.org/manual/en/dev/modeling/modifiers/generate/edge_split.html

I know about  these modifiers, I tried both of them - bevel doesn't make it better, Edge Split  fixed the problem. But I want to hear some advices about avoiding n-gon in my case, if it possible.

I think the best is to do it again. That can be fast starting from a circle (with not too much vertices). From that, remove unnecessary vertex, extrude and make quads...

I'm mostly confused with the circular part of the mesh. Do u mean that I must use Boolean modifier  in this case?

There shouldn't be any need for Boolean. It's enough to add a circle from 16 verts, adjust it with the center part of image so vertices get in the corners of those details and extrude the circle inside, then close it with Grid Fill. That will be enough for the main part.

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


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How to make same height map effect like in AwesomeBump?
In Awesomebump height map add kind of volume effect.

I tried to recrate this effect with displacement modifier and microdisplacement.
Result with displacement modifier and height map is just ugly

Microdisplacement variant looks way better but for some  reasons unknown to me
faces apeears disconnected.
So, question is --- how to recreate this volume effect in blender7
Here is my blender file link

Parallax (occlusion) mapping is probably what you are looking for. If you do a quick search in blenderartists you should be able to find some node groups that will work pretty well

Sebastián Mestre, thank you, I gonna google it right now.


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How to make light of lighthouse?
I tried to do it with volume scatter but result was ugly and strange. Today I found the solution: I make mesh and add emission shader to volume but after sompositing this light disappears. I want try to make animation with rotating light.
Is there any way to make cool light?

My blend file
https://drive.google.com/open?id=0B_-tV3odolwlaC14SG9WVzUyRlk

There was a very good example of a lighthouse beam at Blender Cloud, sadly its video only but heres the link https://cloud.blender.org/p/caminandes-3/56c6da5cc379cf0079716873

The light is being lost at the point where you multiply in the Ambient Occlusion as that pass doesn't include the 'light' since it's purely emissive. One solution would be to activate the Emission pass in the Render Layer properties and then Add it in as shown (Emit connected to an Add Color node) :


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particle system weird result on some faces
I 'm trying to use a hair particle system in a plane mesh, but I get a weird appearance. In the image, you can see what is the problem. It seems to act differently in some faces. I have tried to change the Emission->Source->Emit From->Faces to Volume or Verts but nothing happened. This problem disappears when I reduce the amount of total number (Emission or children). In the Children tab when I use Simple instead of Interpolated, this occurs to the hole plane. Except that, the children go outside the mesh in edges.
*I have uploaded the file now.
Thanks in advance.

Can you share the file? only checking your images is quite hard to help you: https://blend-exchange.giantcowfilms.com/

If you want to have hairs only from the mesh you should reduce the "radius" setting from the children > simple.

I tried to reduce the radius of children, the problem just changes its shape. So, I have reduced the total amount of hair until this problem disappears. But still, I can't understand why this happened.


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Weird shadow behavior on mesh
I have some weird shadows on my objects. More specific it changes when the angle of view has changed. You can see in the first image the middle cushion is lightened and in the second image is darkened. In the middle view is the same as the others but the problem appears on the sides of the couch. I had checked already the normals (face orientation), double vertices, double faces, I don't have any modifier, smooth shading in the entire object is on, the material is simple as you can see in the fourth image, I have turned off the ambient occlusion, the size is close to normal size of a couch, I have only a point lamp (power 1000w size 1m). In the last image, you can see the appearance of the object in edit mode in render view.
I have windows 10 64 - blender 2.82
I can't get what it causes this issue.

[2

Thanks in advance

Did you check for duplicated faces? Is your camera's frustrum appropriate? If you could post your file it would be helpful https://blend-exchange.giantcowfilms.com/

I have added the blend file with textures (compressed to reduce the file size) I had checked for double faces.

It's a shame the three cushions are a single mesh, otherwise you could have flipped one over to make all three look the same. : )  If you rotate the entire cushion object so the bottom becomes the top, the light-dark-pattern gets inverted. But only if you rotate it around the x-axis, not if you rotate around the y-axis. It made me think it was a normal map UV problem but (as far as I can tell) those seem fine at first glace. (maybe they warrant closer inspection though)

Wrong color space for the normal map
First of all you have some object with the normal pointing inside the surface, you can enable the Face Orientation overlay to spot them. I suggest to fix them by recalculating the normals.
Your node setup would be correct if you were using a common Normal Map you can find around the web. Your normal map has been baked with different settings, as you can easily spot by comparing the shades of blue between yours (on the left) and another normal map made from a professionist.
Your is simply baked in another color space. You should ask the person who did it which one exactly is, but if you switch to sRGB instead of Non-Color, all seems fine, so we can assume sRGB is the one.

Here's some normal map from the web: your nuance is clearly lighter.

Solution:
Change this parameter.

You can find more ingo at https://www.creativeshrimp.com/normal-map-blender-tutorial.html

The weird shading was caused due to wrong UV unwrapping . The middle one is unwrapped wrongly unwraped:
It cant be corrected in blender as far as I know . I guess the textures was created in substance painter . So you gotta unwrap your mesh properly and redo it in substance painter (if i am right)

Both suggestions are interesting. I have baked them in Blender 3D, so I will unwrap them properly (the same direction for all parts) and I will try to find which settings are suitable for normal baking through the blender. I will keep you informed.

Thanks, Carlo
That worked
I will choose the Non-Color in the baking image slot and I can keep it for the final object as Non-color or I will turn it in sRGB in the final object as you mentioned.
I will keep the different directions of UVs for a variety.


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Normal map from retopo is having artifacts, despite subsurf
I did a retopo of a mesh by hand. Now, I found it to be ok and tried to bake a normal map out of the high-res-sculpt and the retopo. I tried it

with one stage of subdivision applied
and without applied subidivision

with subdivision it is smoother, but still has artefacts. now, if I subdivide further til the polycount reaches a supersmooth amount to blend out the polygon edges in the normal map, there is no sense in retopology I think? :S
(32-bit float-map, non colour data, combined with UV Map-node and Normal Map-node, linked to Diffuse and Material Output)

even with 2 subdivs, there are still minor errors:

This is due to a poor UV unwrapping (I guess you Smart UV unwrapped your mesh right?), UV maps seams should be hidden as much as possible. Search for UV unwrap 3D head on google to get an idea on where to cut.
Also read the Tangent Basis parts of this post to understand why your normal map create this kind of artifacts: http://wiki.polycount.com/wiki/Texture_Baking

Thx, that was right! Smart UV Project was shitty. Didn't think about that as a cause for the error. Big thx :)


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Geometry nodes - Avoid "All Curves" in Sample Curve node

I'm making an array with constant step geometry nodes group setup. I'm using Sample Curve Node. I need similar result, which prodused by "all curves button" for this situation. But I also have to avoid "all curves" button. Since you can adjust Curve Index field in Sample Curve Node (which do the job well, but only on a single spline) I can not understand: why I can't just use Index Node on Curve Index filed to distribute by points on all curves...

https://i.imgur.com/ji1yAoU.gif


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Importing Alembic from Mocha to Blender problem
Soo I am trying to bring a mesh from Mocha but when I bring the Alembic file to Blender the thing is not a mesh but separate vertices. After looking in the Blender manual it seems that Alembic files have to come with 'Transform Cache' constrain and a 'Mesh sequence Cache' modifier for each vertex so it can transform it to mesh I guess, but in my case the vertices come only with a 'Transform Cache' constrain.
Any suggestion what maybe I am doing wrong or how can I fix it. Thanks.

I know it's been a while since you had this question. Anyway, I wanted to jump in as I was having the same problem and wanted to share the solution : ).
When exporting tracking data make sure to export in Alembic Mesh data, Alembic Vertex Transform Data creates the result you were experiencing.


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Fluid with blocks remesh modifier jittering
When I added Remesh modifier with option blocks to the fluid mesh, bottom part of the mesh start move up and down.
How I can avoid it?
My blender file https://drive.google.com/open?id=0B_-tV3odolwlRUgxOUhCVm5Yb3c
Jittering start at 14 frame
Fluid gif
https://i.sstatic.net/EvbFe.jpg

What do you add Remesh on fluid object for ? Note that any modifiers will be below the fluid mod in the stack, so the result will be as adding Remesh on the ready fluid. It would be good if you get only one file with .blend extension and compress it (without cache). Cache can be rebaked by those who open the file, no need to upload it.

Mr Zak, I added remesh to make animated fluid with square parts. The problem is that with this modifier  bottom side of the fluid moving up and down

From your gif and blend it looks like you are following my tutorial, in which case the solution is at around 13 minutes in https://youtu.be/bpYkNTwK9Pg?t=13m27s

Ray Mairlot, wow, I didn't expect to see your answer here. Yes, I follow your tutorial, but I faced with problem with jittering. I hadn't realized, what I do wrong. But today I find the crux of problem - Boolean modifier must be placed before remesh modifier.

I was following this tutorial https://www.youtube.com/watch?v=bpYkNTwK9Pg&feature=youtu.be&t
The heart of the problem  that boolean modifier must be placed before remesh modifier.
Maybe this problem is stupid, but I hope that this answer is useful nonetheless.


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Toon Water Ripples With Nodes
I have found this brilliant application of the Geometry Nodes in Blender.
It was used for the Alpha Version 2.93
I tried to recreate it, but it is not working (The Water Ripple remain unconscious)
How can I solve this?

What is wrong with the "Ripple" Nodes that prevent the moving?

Can you pls share the file, to many nodes for reconstructing them

First of all, congratulations to Late As Usual for a very cunning trick, essentially taking a conical sloping view down the Z of a 3D noise texture, to 'thicken' it in the ripple direction. Brilliant and simple.
It's hard to tell what's up with your version.. I don't think we can see your nodes?
Here's an adaptation to GN(Fields):

A couple of tweaks:

I've used only the Z component of the vertex color to encode the distance to the nearest coast.. you could use X and Y to encode something else; say, the direction to the nearest coastal point.

I've divided the distances by the maximum distance, to normalize the range from 0-1. If you're dipping stuff in and out of the water, that should be muted.. it could change the whole range every time that happened.

The Col  vertex-color attribute is used in this shader tree:

.. which is a slight simplification of the one illustrated, but seems to do the trick. The purple driver in the 'Value' node is made by typing  #frame into the field.

(Blender 3.0b)


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Geometry Node : Point Instance with normal
I'm using Blender 3.0.0 alpha.
I want to copy object to line (point instance) with maintaining object's normal, but I can't find how to it. Someone said using Align Rotation to Vector, but it doesn't work.

If, for example, you want the instance's Z axis to point down the line:

Thank you very much! It works very well :)

Hello Betts! I started to use new Blender 3.0 alpha, and found 'Align Rotation to Vector' and other nodes are removed! So is it still possible to rotate the instance with new nodes? Many Thanks :)

Since normals is a face corner data, you cannot get normals from mesh structure that doesn't have faces. To rotate your objects manually, insert node point rotate between generation of points and point instance:

Or rotate the whole structure afterwards using transform:


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Camera with "track to" constraint flips
I have a "track to" constraint and a "follow path" constraint applied to my camera. When the offset of the "track to" reaches a certain point, the camera flips around 180°. Is there a way to avoid this? In the file I already animated the camera to reproduce the behavior. thank you!

Enable the Follow CUrve option of your Follow Path constraint, disable the Track To, give a Damped Track instead, on -Z:

Turn on target Z

Rotate empty in x-axis so that Z-axis is pointed in up direction of the camera:

Animate it:


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Get relative position to root
Hi I need to get the knee position relative to the root in the attached
Right now I use
local_mat = ob.convert_space(pose_bone=pbone, matrix=pbone.matrix, from_space='POSE', to_space='LOCAL')  and local_mat.to_translation() to get the position, but it's all 0. Is there a way to do this in Blender?

This:
obj.pose.bones['Bone'].head

gets bone position in object space (relative to object's root)

Is it possible to get the relative pose with the second bone's head instead of root?

Aha, just subtract that vector should be good


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How can I get the currently selected objects in the outliner, if they are hidden?
I am making a script where I need to get the currently selected objects in the outliner, this works fine in most cases with bpy.context.selected_objects.
The problem is that it does not work if the objects are hidden, I can get the active object with bpy.context.view_layer.objects.active, even if it's hidden, but not all the other selected objects. bpy.context.view_layer.objects.selected does not seem to work either?
How can I get the selected objects?

Hover over the Outliner and hit the '.' (period) key. Not sure about using Python for it though. The keybinding is 'outliner.show_active' if that helps.

First of all, you need to know, that selection in Outliner is not the same as in viewport. It is in sync, only because this option is enabled:

Then this option is disabled, different sets of objects and collections can be selected in different Outliners. Since the list of selected collections is different for each area, it can only be obtained through the context of this area.
So with some modifications from this post and this post, I have ended up with the script:
import bpy

override_context = bpy.context.copy()
area = [area for area in bpy.context.screen.areas if area.type == "OUTLINER"][0]
override_context['area'] = area
override_context['region'] = area.regions[-1]

with bpy.context.temp_override(**override_context):
    selection = bpy.context.selected_ids
    selected = [sel for sel in selection if sel.rna_type.name != 'Collection']
    print(selected)

First part of the script just search for outliner area. You can run operator from outliner, in this case skip this part.
The context can be accessed using context override. Then we can check the list of selected ID-objects in this context through the selected_ids list.
Note, that in Outliner not only objects, but also collections can be selected, so we filter them out.

Wow! Thank you so much! This actually seems to work!!! I have looked everywhere, and this is the first time I see a answere that works! Thanks a bunch Crantiz!

I think the operator is overkill in this case, you can access the selected ids directy with bpy.context. See https://blenderartists.org/t/how-can-i-get-the-currently-selected-objects-in-the-outliner-if-they-are-hidden/1551041/9?u=gorgious

Thanks, it works


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Some parts of material appear darker than it should be
I don't know why Eevee works well, but Cycles creates weird patches in the material and I don't know what to do.

Hi Please use a title that reflects the content of the question. It should be descriptive but succinct, unique and identifying, summarizing the issue so that users can at a glance understand what your post is about. Use the [edit] link below your post and avoid anything not strictly essential to the post. Remember, your title is the first thing potential visitors will see, and makes your question findable for future users. See "What is the problem with posting an image or link and asking “How do I do this?""

The problem is that you have faces that's located at the same position. Take a look at example. Here is the default cube in cycles:

Nothing special. Now I duplicate the cube and move it in x direction, while Y and Z remains unchanged.

As you see, there is a black where faces overlaps.
Now I will move cube so that Y ans Z positions will be different:

This also apples on faces in the same objects. So any time then you will have overlapping faces, you will get this problem.


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Normal Maps seem to be baked with Low Poly Details
UPDATE:

Tried my best to retopo the thing a bit more clean and twist the Y for DirectX.
Maybe I have to practice topology, because the result seems still underwhelming, it doesn't look like the sculpt by any means. :/

OLD:
I am trying to get a normal map from a high poly torso and get it on the low poly model in Unreal. I checked the Bake Settings, tried different solutions for the base mesh, the end result always looks like this:

It seems to be a combination between the low and the high poly model.
But the idea is to get only the surface of the high poly model, right? Or am I completely wrong and I simply can't hide the low poly surface?
On top of the above, I've tried numerous things. Subdivision helps, but it only looks good if I set it to 6+ and then every performance + for games is gone and the whole normal map thing is redundant.
The red circles show a few edges that are slightly "off", but they don't seem to be responsible for the overall bad quality of the map.
The lines that I marked in the purple normal map image are exactly those from the low poly object. What are they doing there?
PS: Maybe the problem is that the low poly mesh is wrapped around the high poly? I thought it is good this way but maybe it has to be the other way around?

ok, thank you for your critique. I hope to get it right, good topology means that the faces are connected in a more "straight matter", so that all the edges traverse the whole object in a straight line? That means i have to add quite a few lines I think...

Ok, I improved mine a bit. now everything looks more streamlined (only symmetric squares in the UV wrap), but I still use too many vertices in spots that don't need them. The guy in the video has some serious skill ongoing about staying minimalistic. He uses a lot of triangles, which I heard they shouldn't be used natively... Thx for your impressions, hope I will get better with this in time...:)

Updated my question with the new result. Definitly better, but far from the look of the sculpt. :/ I assume I have to practice topology a lot more :S

The main problem is that you are baking a normal map suited for OpenGl. Unreal uses DirectX normal maps. You can easily solve this by inverting the green channel. It can be done during bake in blender, in photoshop or in Unreal in the material.

The dark scene in Cycles needs some lights to be useful. But if you need to have it shown correctly with the DirectX normal maps you need to invert the green channel in the material.
The next problem you have, is the artefact which is caused by a very thin triangle. (Even it you don't see triangles, all faces will be split into triangles during rendering and baking.) When the normal bends over the face and there aren't enough pixels the baker will not be able to create that bend without aliasing. The fastest way of fixing this is to give that face more room on the UV map. That would increase the resolution for that area only. But the better way would be to avoid thin triangles.

Updated my question with new results, but still I am not happy. The result simply doesn't look as the sculpt. I tried to improve the topology, it helped a bit. Maybe I have tu practice more to achieve a nice result. :S


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Texture got dark gradient at one edge
I just started blender this month. When I put texture to my objects, they got some weird dark gradient. Btw I tried to recalculate normal, apply transformation. Nothing's worked. Here's the screenshot in render mode.

Is it an image texture? Can you show the texture / nodes? Could be a color space / gamma problem?

I use standard principled bsdf setup. Picture is attached above.

Looks OK.. some misinterpretation of the images? Color space in the color component?  Height-map / Normal map muddle?  Someone who knows better may come along ..

Looks like you are using a texture which is not tileable @Andreasm

@brockmann it's working fine on other models.

This is caused by using smooth shading on an object with sharp corners. Blender is trying to make a 90 degree corner look like it's smooth. This leads to various shading issues as seen in the image. Setting the shading to flat is the best solution, but using split normals, an Edge Split modifier, or using the Auto Smooth normals option all work too.

Finally I found the solution. I just have to split the normal. Still, I have no idea what is the actual problem.

You don't need to split the normals, if you are not forced to. See Brenticus answer above. The best is to use "Normals>Auto Smooth" and set an angle or set your mesh to flat shaded.


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Render comes out really dark and corrupted when resolution is too high!(using eevee)
I am rendering some 3D scanned walls with hieroglyphics on them and I need them rendered in a really high resolution.
My problem is that when I render with a resolution higher than about 21120x11880 it just comes out as a black image.
Specs:

ram: 256 Gb
Gpu: NVIDIA Quadro P5000
Cpu: intel xeon e5-2640v4  *2 (20 kernels)

Update:
The image doesn't come out black but really dark and corrupted.
When made brighter it looks like this:

Thats what it should look like:

Do you render with GPU? If so, it may be that your graphics card is out of memory. Try CPU rendering instead.

will try, thanks

Oh, and you tagged your question with Eevee, maybe switching to Cycles or Blender Internal will help.

yeah actually iam rendering with eevee, because i got the best results using it. i just realised  that my question is not asked very good


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Copy animation from object to bone using python
I have multiple animated objects and an armature with an equal amount of bones. I want to transfer the animation from the objects onto specific bones. How can I do this using python?

I would look into constraining the armature bones to the objects and baking the animation.

I figured it out using your idea, thank you.


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Cablerator vs Curve Basher
are there tools in the addon Cablerator 1.3 like the tools in the videos below?

this above making the cables align according to the clip created in them?
and the resource below
preferably the more complex cable which is the one below in the image

thanks

Hello and welcome. Instead of having users go through links and external sites please use the builtin tools to embed images in your post. See How to upload an image to a post? or GIFs

That's a third-party paid-for addon. The official docs for it are here.


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shadow of an object in a shader real-time?
how do I use the shadow of an object in a real-time shader?
both the shadow itself and the drop shadow?
to render on eevee ?
thanks

To get a 'drop shadow effect', you can enable and configure Ambient Occlusion in your render settings.
For fuuther control, the Shader to RGB node will allow you to use the brightness of each texel as an input value for your shader magic.
If you want to customize the shadow cast by your Object on other objects, then you'll have to edit the materials for your other objects. You won't be able to differentiate which object cast this shadow without doing some very complicated view layer separation.
If you want to customize the shadow cast onto your Object, simply connect a 100% white Diffuse BSDF into a Shader to RGB. This will give you a mask of all the shadows and self shadows (incidence darkening)

Do you know how I can make a shader like the image below?
https://i.pinimg.com/564x/15/bd/95/15bd95c006498d8ba1e4c9c761c35c47.jpg

This 'drop shadow' that you're seeing is Ambient Occlusion. Enable it in your render settings


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UVproject modifiers failing
how do i use 2 different textures through the UV project?
how do I do when using modifier : UVproject so the image doesn't cross to the other side of the model like in the image?
and how do I make it so that when I use more than one projector the image doesn't get flawed as in the image?

to guess an answer to the first part of your question, I think all you need to do is to hide the other part of the mesh, before UV Projecting. That should prevent the image from appearing on both sides

did not work . have another suggestion?

I tried it, and it did work. I can't post pictures in comments, if I could've, I would've shown it to you.
I don't have an answer to the 2nd part of your post, that's why I'm not posting what I did as an answer

do you have a tutorial on how to hide the other part of the mesh, before UV Projecting?how is it possible to have several uv maps and the texture used in it is always aligned as if it were applied to a normal object?


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pipe generator : geometry nodes - impossible configuration
I would like to do what is in the image below.
applying the object to all the curves of the line automatically
The object has to follow the tangency of the curve.
This would be the result (image below) but in all the curves of the line automatically, since I have to do this in 50 lines at once.

Is there a way for this cylinder to follow the tangency of the curve without deforming only the ends?

Thanks

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.

Could you add to the question a picture of the object you would like to add ? Is it a mesh ? Or is it a curve ? Is the cross-section to be scaled ? How is modelled the junction with the pipes ?


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heavy dirt in the concave corners
How can I make heavy dirt, in the concave corners and edges of a mesh (like the blue triangle in the image), with particles?

thanks
I have a new problem:
How can I have dirt on the convex edges of the corners like in the blue circle in the cube image where the dirt did not appear (still using the graph from: Markus von Broady with the image below)?

thanks

Maybe a setup like this can work for you:

It makes a copy of your object, smooths it, and overlaps with the original object. If the topology (wireframe) of your mesh isn't even, smoothing will also not be even and the effect will be ugly. Also if there's not enough density, smoothing just won't do much - e.g. you can't smooth the default cube. To combat these problems, I remesh by converting the mesh to volume and back to mesh. Remeshing is slow, however, so ideally you would prepare your mesh so that the "volume" nodes can be muted.
The problem with overlapping geometry is that it has "perfect" (sharp) creases where the surfaces meet. You could join both and remesh again, and smooth, or if you prepared the input geometry so that you don't need remesh, you could use boolean union, then smooth - but boolean will produce ngons which may not smooth that well so you may need to remesh after all...
If you want to affect only a part of the object, you need to separate it first, using boolean or just "Separate Geometry" node, depending if you remesh next or boolean next (boolean needs manifold topology).

Thank you for your help
I have more questions:
How can I smooth the dirt mesh faces?
Is there a way to smooth the transition between the object and the dirt?
thank you again

Is it possible to choose, with selection, which part of the object will receive the dirt?

@Markus could you add to your answers a rough textual description of the used principles and workflow, maybe include the names of key intervening the nodes, so the they are indexed and the answer can be found through searching? Thanks

I didn't understand anything you wrote above.
I don't understand much about geometry nodes, I'm learning.
For now, my doubts are these above in the comments.
I really like your solution and would just like a few more configurations.
can you help me
Thanks in advance

Is it possible to choose, with selection, which part of the object will receive the dirt?
Could you send me the graph?
thank you very much

I have a new problem described in the initial post. Can anyone help me?


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edge detect : geometry node
the tree, in the image below, of Geometry node is a displace.
How can I perform an edge detect to apply the displace changes only to the edges? without disregarding the displacement of the rest of the mesh?

select the edges of an object like we do in materials (see image below) but in Geometry Nodes?

thanks

'Edges'? Do you mean the boundary of your mesh? Could you illustrate the edges you mean, please?

Do you mean to select edges that have an angle as opposed to all edges?

I would like to select edges to apply displacement only to them

Maybe someone would find a better method, but this is how I would do it - but I do not know what your base object is, if it is a simple cube with only 8 vertices and 12 edges or maybe has a higher resolution. I used the simple default cube as base.
Then I first subdivide it to get a higher resolution for displacement and determine the distance of the new vertices from the original edges with a Geometry Proximity node set to Edges.

Next I use a Map Range node to swap 0 and 1 in the To Min/To Max values to make a mask for the displacement effect, while the From Max value is used to set how far the effect should reach. By the way, setting a To Max > 0 can be used if you want a little displacement overall additionally to the edges.

A Noise Texture plugged in a Vector Math node set to Subtract 0.5 on all channels will be used for displacing the mesh. This noise gets scaled by the Map Range > Result with a Vector Math > Scale node.

Then the vector can be used as Offset in a Set Position node to displace the edges. Another Scale node can be used to change the strength of the displacement, although you could also do this by changing the To Min value in the Map Range node.

Finally you might optionally add a Subdivision Surface node and a Set Shade Smooth node to further modify the displacement.

However, this does not work really well if you would bevel an edge and the face is then angled 45° degrees on relative to the X, Y or Z axis. I'm not sure why and if I find out I'll edit my answer.

Thank you for your help
but what you did is like a bump and I want more wear like a boolean . can you help me ? see the link:https://blenderartists.org/uploads/default/original/4X/0/e/1/0e1be561757da87bf9086f99e8652451493a7e50.png

Well, you asked for displacement which is not cutting off of edges. What you mean is an edge wear effect... there are many tutorials on this, here is one for example: Geometry Nodes - Edge Wear

Thanks for the help, but I want to wear the edges at the mesh level with boolean through Geometry nodes, like in this link: https://blenderartists.org/uploads/default/original/4X/0/e/1/0e1be561757da87bf9086f99e8652451493a7e50.png

Ah okay, yeah sorry. Then try this one from Cartesian Caramel: Edge Damage with Geometry Nodes


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select with soft edge
How can I select part of an object, with soft edges in the selection, to use in geometric nodes.
I would like to select with soft edge to apply the Edge Wear: Mesh Edge Damage geometry node.
leaving a part of the mesh unchanged by the Geometry Node.
following file with the Geometry node tree.
https://www.youtube.com/live/GfJMABU8U0g
thank you very much for your attention

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 select the closest points of two selections? (same mesh)
Trying to find a way to select only the closest points to each other of two different selections in a joined mesh (image below)
Select only the closest points of A and B selection?
My goal is to measure the distance between A and B of a scanned object (dense mesh)

I wrote a script that I think may help you, but is incorrect. The reason it's incorrect is because I don't know how to distinguish two separate selections of points for the same mesh object. If A and B were two separate mesh objects, things would be easy. Since your points are separated by a relatively large distance, I could possibly distinguish the selection by their position. However, this method is very case specific and I don't know if it's generalized enough for you. Would that work?


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Blender 2.7 models lose their textures in Blender 3.0
I recently downloaded this model to make animations in Blender 3.0 https://www.deviantart.com/jorjimodels/art/Funtime-Freddy-Release-732345375
However upon loading it into Blender 3.0, all of the textures that are meant to be there have been replaced with plain colours, like the eyes.
I then loaded the model into Blender 2.79, and in 2.79 the eye textures load perfectly as intended.
This is what the Blender 3.0 eye 'texture' looks like.

And this is what the Blender 2.79 (correct) eye texture looks like.

I have searched everywhere for an answer to this question, and I am aware it is an issue with the blender rewrite in 2.8+ but I am yet to find a working solution for this problem.
The model can be found on google drive, note that I do not own this model, nor do I claim to.

Hello, if this is copyright free, please share the file, or at least the eye object? https://pasteall.org/blend/ ... if this is not copyright free, please show the node setup

@moonboots this model has a no reupload rule, are you talking about the shader nodes for 2.7 or 3.0?

Yes please show the Shader Editor for 3.0. If it's a free model I guess you can share it? Or at least share on eye (make sure that the image is packed)

When I turn on nodes for the eyes, it defaults to the Principled BSDF with nothing else, https://i.imgur.com/Xjppozt.png, I will upload the blend file to pasteall for you now

oh ok so no mystery here why the eye is white, the question is how did it lose its image texture between 2.7 and 3.0, but maybe now show the Shader Editor in 2.7 as well?

@moonboots you can find the blend file on google drive as it was too big for pasteall.

@ShadowTheFox please use the [edit] button below your post to add any new information relevant to your question (images, files, etc). There are users that do not bother reading the comments that may have a useful answer, and all information pertaining to your question should be included in the body of the question.

I can't see anything in 2.7 either, maybe it is using the old Blender Render engine? I don't know enough about it, maybe someone will tell

Yes, it's using the Blender Internal Engine.  You should remove it from google drives, as that counts as a prohibited reupload. ShadowTheFox has pointed out a script that might do the automatic transition to using material nodes.

I have found out what the issue is, and have fixed it.
To fix the issue I had to use this addon script in Blender 2.79 to convert the model's Blender Internal textures to Blender Cycles materials, and then I could save it and open the file in Blender 3.0 with all materials loaded.
Hope this helps someone else!


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How can I best join more than two curves in Geometry Nodes?
I am trying to join three curves that are part of the same figure (joined using the join geometry tool). When I use the merge by distance tool, the join is correct if I merge any two of the three curves. However, if I try to join all three, the join appears with an extra length. It seems that the third curve distorts the join. Is there a solution to this problem?

You gave yourself an answer : merge one curve after the other. Plus, I don't understand the "extra length" and "distort the join" you are talking about.

It all depends on what kind of effect you want to achieve. A curve is defined by an array of points, so you can just glue multiple arrays together and reinterpret as curves:

Of course the points can have various attributes that you may want to keep - for example you may want not to evaluate the beziers into polys (many straight segments) and keep the handle coordinates:

I made the order between the splines awkward on purpose - there's no logic for changing an order of splines that would be generally useful. Here you could want to sort by $y$ coordinate, but then you could also want to reverse every 2nd spline for example…


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How to render a shadow without the object in the scene
So I am rendering a scene with a train and landscape. I want to render the train separately from the landscape, since it is too extensive on my computer. The down side is that the train wont render with shadows on the landscape. Is there a way to render the landscape with shadows already on it? Any help is appreciated. I am using cycles.

It should be casting shadows by default.. Are you excluding the train layer from the landscape layer? Could you post some screenshots of your settings, or better a .blend? Without more info, it's hard to guess what could be causing this.

Hi gandalf. I am on my phone to get now and I won't be home for 5 hours. I will post a picture and the blend file then.  I purposefully excluding the landscape and the train, because rendering them together crashes my computer. I want to render the landscape with the shadows from the train already on it. So that when I put the two images together of the train and landscape and the landscape will have shadows from the train on it. Rendering them separately, the train won't display shadows since there is no sourounding landscape.

Okay. There is a difference between Excluding and Not including, but I'll wait until I can see what's going on.

If your computer is unable to render an image (insufficient RAM?) with the train included then it will most likely have the same issue if you try to use it to render the shadows. You may want to render the entire image on another computer that can cope with the entire scene in one go.
One thing that can work is to create a low poly mesh for the train, a simple outline of the shape that will cast a visually matching shadow. By rendering the background with the low poly train you can get the ground with shadows and then later composite the train over the top.
Using cycles you can have an object cast shadows and not be visible to the camera by setting the Ray Visibility options, found under object properties. By turning off camera the object will not be visible to the camera but it will still cast shadows and reflections on other objects. If you want to merge this into your materials you can add a Light Path node.

For blender internal the material settings have a similar option called cast only under shadow options.

Edit: In a cycles material you can use the light path node to control the mix amount to get an object that is transparent to the camera but still casts shadows.

The advantage of using a material is that you can alter the shadows. By using a translucent or glass node instead of diffuse you get softer shadows and the ability to add a colour tint. You may also want to use the original object material so that reflections also look correct.

The answer given by @sampler is spot on. A tool to have in your belt is building multiple render layers to help you break the work up so your computer can cope (or your patience tolerance is met!). I'm nearing completion of my first such use and this is the tutorial that got me well along: http://simulate4d.com/2011/10/compositing-a-scene-using-render-layers-in-blender/ My project has four layers, so a bit more repetitious than what that tutorial covered, but that's not hard to figure out: it's just more alpha over nodes. I'm working on getting the shadows just right on the two layers closest

Thank you @sambler for the great response. I will try that. Thank you for being so thorough!!

Could you give an example of using a light path node to achieve the same thing as turning off the object in cycles. Thanks.


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Displace modifier on specified region of hollowed cylinder
Noobie here
I have a hollowed cylinder (ie hole cut through top/bottom) and want to displace a small outer region of the cylinder with an image. The displace modifier tries to displace all verts of the entire object.
How does one displace specific verts with an image and not the entire object?
Tia

Use vertex groups. Select the vertices you want to displace, then go to "object data properties" in the properties tab, and create a vertex group. Assign your selected vertices to the group, then under the displacement modifier, choose your group in the box were it says "vertex group".


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How to mix more than two shaders?
How can I go if I want to mix more than two shaders? Lets say that I have a diffuse and a glossy shader pluged onto a mix shader and than I want to put in a third shader (or more). How can I do that?

Couldn't you use another Mix shader? Mix two inputs with Fac 0.5, connect the output to a second Mix shader and set its Fac to 0.66. Use the third input for the second input (will use the remaining 0.33, each 1/3).

This ^^^ is correct.  The numbers in the answer below are incorrect.

The mix shader only directly supports two inputs, as you've seen. But the easiest fix here is just to use two mix shaders:

Mix Shader 1 takes Diffuse and Glossy as input.
Mix Shader 2 takes Mix Shader 1 and another shader as input.

If you want to make the shaders evenly distributed, you could set Mix Shader 2's Fac value to 0.333 (assuming Mix Shader 1 is in the first slot) to give each shader one-third of the overall influence.

The numbers are incorrect...setting the Fac to 1 will use only the bottom shader.  Setting the second Mix Fac to .333 doesn't give the desired result.  The comment above from CoDEmanX is correct ^^^.  Try it with a red, green, and blue glass shader.  With the right numbers you should get a gray color.


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Modelling metal deformation properly
I'm looking for tips on how to realistically model metal deformation in blender. I would like to have ability to "fasten" a metal plate with virtual "screws" on a frame. Then I want to simulate an impact of another object on this metal sheet and I want the sheet to deform and then eventually I want the imact object to break through the sheet like a metal beam breaking through a sheet of steel. Then I want the sheet to bend realistically while points where the screws are should hold longer and only let go at a certain point when the stress of the sheet becomes to big.
Basically I want to realistically simulate such a situation. If you can give an example using soft bodies then please specify the settings you are using. I have so far not been able to get what I want using soft bodies.

Unfortunately tearing is not possible atm, see this related post.


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How to get rid of weird line when using curves with Geo Nodes?
I am applying the following geometry nodes setup to a Bezier curve and getting this weird line. It seems to become less pronounced if I lower the curve P resolution, but I want to keep it high. How would it be possible to get rid of this line?
The Bezier curve has three points, and the seam seems to go away if I adjust the handles of the middle point quite dramatically, but that changes the shape significantly.

The line I am talking about is the one going across the mesh perpendicular to the curve.
UPDATE
I have found a workaround which does not quite solve the issue, but seems to improve the situation significantly - using a lower resolution curve with subdivision surface node. Still, it is a compromise.

The shape of the mesh does not exactly match, but the curve is the same and the unwanted line is much less pronounced.

seems to work in 3.1.  Hint: it is always helpful if you would provide blend file...

works in 3.0 too...pls provide blend file. Looks like your curve is strange...

Sorry, didn't notice that blend exchange didn't accept my file. Here is a link to the file: https://drive.google.com/file/d/1un2rPTns5D-uvnn1FNV_jTVU5MyGxltj/view?usp=sharing

@Timaroberts I want to be able to control the shape from edit mode using the curve. Would it be possible to do that with an empty mesh?

@RolansKims see my answer, the segment node has all the controls for the handles and endpoints of the curve. Admittedly it does take a moment to get used to them as it is not very visual (no handles).

Problems like this are usually going from bad topology.
So first of all, I turn on "wireframe" in "viewport display".

And i see that this is a crease. Faces are extremly scaled in the direction across curve. In other words there are too much cuts along curve. So the solution is to reduce number of cuts along curve. That is why you should add "Resample Curve" node, because it gives you ability to manage cuts count along curve.

And now you can add "Subdivision Surface" node.

And finally you can take a look at the ideal shape of the fixed curve. :)

Great! Reading about a crease for a moment I thought that there's a gradual, consistent change of normals along the surface except there's some tight (holding) loops at the height of the control point. However, the density is somewhat consistent: https://i.imgur.com/ENJWYAo.gif yes, the density does change at the spot, but I would expect subdividing the top (less dance) part wouldn't fix it, it's the abrupt change of the angle that causes the problem. But then I added the Resample Curve and it immediately fixes the outside of the bend... https://i.imgur.com/vejw6RJ.gif

...Now the problem looks more like what I'd expect: the larger part of the curve "eats" the smaller part due to a too tight bend. And it seems your solution, s.s. is indeed the most reasonable way to smooth that out. Moving the s.s. to the modifier stack allows to add Split Edges in between and decrease the s.s. level to 1 or 2: https://i.imgur.com/UymMPjY.png https://i.imgur.com/30jDbPH.gif

@MarkusvonBroady It is also possible to manage resamle dencity along curve. And probably in will be very helpfull in some cases when we need ideal topology. Please, take a look at my question here https://blender.stackexchange.com/questions/250612/geometry-nodes-how-to-change-points-density-along-curves-if-curves-are-instan . I think that for single curve Hans Goudey answer will be best.

@MarkusvonBroady I love your soluthion for curve cap. Probably i can make ideal topology even on the caps of the curve, and remove any subdivision smoothing artifacts from there, using only geometry nodes. But I think it should be new
question . Also it would be very intresting to attach halph of uv sphere instead of simple curve cap.

You don't mention your end goal, but for this object at least, it seems it might be simpler to just create it with a GN setup in an empty mesh like below:

This produces a curve as pictured here with no artifacts:

Thanks, I will try this approach. Would it be possible to have more than two control points and two handles per point instead of one using this method?

@RolansKims no, I don't think so.

@RolansKims geometry nodes gives you ability to create curve with any count of control points. And each control point will have two handles. Also geometry nodes give you ability to select and manage any point and any handle. Just take a look how i manage points and handles in my answer here: https://blender.stackexchange.com/questions/249028/is-there-any-way-to-produce-random-transformation-bezier-curve-geometry-nodes/251583#251583

select your curve, tab -> edit mode, select one vertex and scale it up -> solved

This works, but also changes the shape of the curve significantly. Is there any way to keep the shape of the curve close to the original while still getting rid of the line and keeping the curve P resolution?

Thanks for your feedback. Yes it does, i now. Unfortunately i don't know another solution.


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Change rig target control transform on 6 axis robot
In Blender I created a 6 axis robot with a control bone 'EndBone'.
Bone.000 is the root bone on which all IK locks are set. On the other bones only one IK lock is cleared so movement around one axis is possible.
When in pose mode I move the EndBone and everything is working fine. I have a 6 axis robot pivoting around the tail of Bone.006 (robot mounting flange) and moving along the axis of that same tail. All done with an IK constraint on Bone.006 with the chain length set to 6 and EndBone set as target Bone. EndBone is child of Bone.001 with keep offset set.
Now what I would like to do is move that pivoting and moving point from the Bone.006 tail to a place somewhere else. Like if there was a welding torch mounted on the robot flange.
What I have tried so far:

Add an additional bone to EndBone and make that the IK target.
Add a sphere mesh and use the mesh as target. Result was that Endbone sticked to the mesh and moves along the surface.
Change the orientation of EndBone is Edit mode.
Searched the net and YouTube and watched plenty of tutorials.

All do not give me the result I want. In addition to pics of the situation:
Working situation with no tool attached to the robot:

The situation I want with a tool, like a welding torch, attached to the robot:

EDIT > additional information for clarification:
This is what already is working (orientation robot mounting flange):

This is what I want to add for both linear and rotational movement (orientation robot tool):

EDIT2 Link to Blender file:
https://drive.google.com/file/d/1X525l4qGZRk0TSidO3BSKWCU3KkYD9Dy/view?usp=sharing
Any help on this is appreciated.
Thanks in advance.
Regards, Dennis

if you provide blend file, i will check it out

You have written a very detailed description, I appreciate that, but I still can't figure out what you are trying to achieve

Just added 2 gifs for additional info

Added URL to Blender file, hope you're able to help me on the right way here

in rest pose add Empty at tip (tail) of your EndBone
IK Constraint on EndBone > Target = Empty, with Rotation enabled
Bone Properties > Invers Kinematics > Lock XYZ

Thanks for your quick reply, works like a charm!

Ok, if i understood you right, just just want to "offset" your target, right?

remove IK controller from bone 6
select bone 6, tab for edit mode, select its tail,  press E Z to extrude a new bone

Note : Be careful, that you really get bone6 selected - i had to click twice on its tail to get the right bone. The name should be bone7, then you got the right bone

now add the "same" IK Target to your new bone with target end bone

on bone7 lock these:

Result:

Thanks Chris for your quick reply, it's in the right direction but not completely what I wanted.


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Really low FPS in the preview window of the video editor
First time using blender and I'm not very experienced using video editing software either.
I'm trying to preview a video game clip that's 1080p 60fps.  The FPS of the preview is around 2-4, and sometimes even lower.
Some PC specs...
CPU: Intel i7-6700
GPU: NVIDA GeFore GTX 970 4GB
I feel like my computer should be able to handle this, so why is my FPS so low?  Is there some settings I'm missing?  Any help will be appreciated.
Edit: So I learned the videos are actually in 4k, so I changed my resolution to 3840x2160 and that kinda helps with the FPS.  It starts out between 20-30, but then drops low and gets laggy.  Like the audio plays just fine, but the video skips and seems to get stuck on single frames for awhile.

Blender has a parameter that indicates how much memory it can use. That amount limits the number of frames it can load or prefetch. That could be your problem.
You can try to increase User Preferences/System/Memory & Limits/Sequencer cache limit.

@Kiskit I changed my Sequencer Cache Limit from 4096 to 32768, and it seemed to help my FPS.  However the video is still really laggy.  The audio plays just fine, but the video skips and seems to get stuck on single frames for a few seconds at a time.

I don't know if this helps, but are you using CUDA?

@Kiskit Under Edit->Preferences->System->Cycles Render Devices->CUDA, I have "GeForce GTX 970 (Display)" checked.


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Cycles material looks different despite same node setup
I am trying to make a translucent tape material, but for the life of me, I can't get them to look similar.

The tape of the right is what I want it to look like, but somehow, the tape on the left turns out darker despite having the same node setup!
Any help and advice will be appreciated.
Current node setup:

Blend file with packed textures: https://pasteall.org/blend/79bec9f1914f4c4fac8d6f21d3da576f
Thank you!
***edit:
This is what happen when I copy a tape across. I suspect that the lighting causes the difference in tones. Is there anyway to improve my material node setup to ensure consistency?

Hi :). The color behind the right one is a lot darker. Also, is it aligned right to the photo to avoid shadows?

Hi, thanks for the response. Yes, the tape are aligned right to the photos...
If we based the part of the tape on the wall, the right tape clearly looks much lighter than the left!


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I can not bend the grille
I am modeling a front car bumper grille and I faced a problem: the grille doesn't bend all. I use a Subdivision Surface modifier to model my grille and this happens after I use Knife Project to make the bend line of my grille. Help me, please. Here is an image:

what do you mean, how is it supposed to bend, what are you trying to do, how does the real grille look like?

I create my car that doesn't exist in the real world, that's why there are no images. The next image, maybe,  is funny but I hope you'll understand what I want to do: [1]: https://i.sstatic.net/EcY2s.jpg

This happens after I use Knife Project to make the bend line of my grille.

why don't you use a curve modifier to deform the grille?  just add a curve, adjust the handles so that they are at the top and bottom of the grill, add the modifier, and adjust the curves till you get the curve you want.


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Weird shading on a bonnet of a car model
I need help. I model a car bonnet and overall everything is good, but there is a small weird shading that I don't know how to fix. Auto-Smooth is on, a bonnet line is marked as sharp, and I tried Recalculate Normals, but nothing worked. Maybe I don't understand something. Thanks in advance. Here is a link to a file: and here are a few images:

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

I shared my file.

you need to copy paste the link here  ;)

Understood, wait=)

Pasted into my post.

Just adding something else to Moonboots suggestion:
After dissolving the 2 edges to even out the spacing there is still a little bad shading going on (see first image below) which if necessary, can be fixed by using the Clear Custom Split Normals Data option.
Object Data Properties > Geometry Data > Clear Custom Split Normals Data.

How did you arrive at having Custom Split Normals Data? When you selected the edges to Mark Sharp I think you must have done the following: with edges selected > Mesh > Normals > Split.
This results in the Auto Smooth Angle being greyed out.
Instead of using the above method to split the normals of the selected edges use the more usual : selectect the edges > Edge > Mark Sharp.
I don't really understand the difference between the two methods but just thought it worth mentioning.

Thank You so much!!! Your answer really helped me, because moonboots helped me a little bit, but the problem didn't solve. "How did you arrive at having Custom Split Normals Data?" - I don't know how it happened, most likely random clicking)

You need to dissolve these 2 edges, they tend to flatten your faces:

Thank You) That worked.


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Grease pencil Line-art modifier generates extra lines
I used grease pencil's line-art modifier. But it generates extra lines outside, at the edge, and inside the camera view.

Besides, they are very flickering and unpleasing. Is there a way to fix this problem, or is it a bug?
The file and settings

Hello, please add the settings of your line art modifier

Hello. I added a picture of the settings.

I turned off Show in front in Object Properties menu, for the line art and fixed it.

Try this setting. Also, make sure you just select the objects you want the lines on.  Sorry I could not see the settings you are using.

Thank you. But I could fix it by turning off Line-art's "show in front" in the object properties menu.


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Using NLA editor for an armature, the animation breaks up. how can it be fixed?
I used the NLA editor to put two actions (the second one was a walk cycles action) together to fix the position of the armature in the second action. The position got fixed, but the walk cycles wrecked up (the legs went side to side instead of back and forth).
I also tried fixing the position by moving the keyframes of the walk cycles on the Y-axis in the graph editor, but I got the same results.
blend file: ufile.io/kt9zq7dw

Hello please share your file (upload and copy paste the URL it will generate): https://pasteall.org/blend/

https://ufile.io/kt9zq7dw

for the top strip you've chosen Blending > Combine, so the keyframes will combine with the ones that are part of the strip below, that must be the reason why you don't see exactly what you expected

Also keep in mind that if you haven't created keyframes for the top strip, the one of the strip below will play

Thank you. But I need to set it to combine so that the walk cycle wouldn't happen in the middle of the scene but in the bone's previous position.

yes but the bones called Bone, Bone_L007 and Bone_R007 will be rotated as they are in the strip below. What you could do is keyframe these bones the way you want at the beginning of the second strip.

Thank you .....

have you fixed your problem?

Yes, adding three more bones and using child of constraint.


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How to make a secret Door(entry)
I want to make a secret entry. But it doesn't blend in with the wall. Is there a way to fix this?

i would use boolean modifier for this:
make a cube as big as your door should be, then duplicate that cube.

on the first cube make this boolean modifier:
Intersect with plane, apply that -> this is your door

on the plane make this boolean modifier:
difference with duplicated cube -> apply that and you have your surface with a hole.

now you can animate the door easily:

Maybe the easiest way would be to create 3 objects:

1: The wall with no door visible
2: The wall with a hole
3: The door

Then you keyframe the visibility this way:

First only 1 is visible, and 2 + 3 are invisible:

Then, as soon as the doors opens, 1 is invisible, and 2 + 3 are visible:

There's a more complicated way with only one object and the use of the Data Transfer modifier in order to make the door invisible but if the first solution works for you it's better.

+1 ...but yeah, you know...so your door is just a fake door...it's not a real door....so it's an Amber Heard door....

maybe that secret door should lead to Batman's cave...what do you think? :D

wow man I was listening to the Depp trial  ^^

so you were the only one who is on Amber's side, weren't you? Objection! Hearsay!

but i cannot believe Johnny won't come back as Captain (!) Jack Sparrow for 1 million alpakas...that's disappointing

quite funny to follow, but actually I can't believe AH, she looks like the abuser here

i think 99% of the people don't believe here....her acting in court is just really bad...

ok but the dog who stepped on the bee   :/

yeah...that was the hardest thing which ever happened to her....the best thing for me was: pledge and donating is for me the same LOOOOOL ...i hope they will only pledge her acting fee - THAN she will learn the difference!

Yes the pledge thing was bad for her, but i hope we'll hear the dog and the bee


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I can't render any frames beyond frame 2029
I have made this animation. But blender doesn't render any frames above frame 2029 and crashes.
https://easyupload.io/ql63y3

it looks like for some reason (?) it's your Camera.009 that doesn't work, note that at frame 2029 you have 2 camera markers overlapping (Camera.004 and Camera.009)

It still crashes

yes it looks like Camera.009 makes it crash but I don't know why, have you tried to recreate a camera?

It seems like a bug because I can render it when I decrease the camera's focal length.

oh ok, good to know

Like @MoonBoots mentioned, you have 2 camera markers on frame 2029. The result of this will make Blender crash when you go to render.
Deleting one camera marker on frame 2029 will allow Blender to render correctly.

It still crashes

On the latest stable build of Blender 3.2, I have no issues. I have changed no settings except for deleting the 1 marker. If this is a Blender issue, I'd report it to https://developer.blender.org/ and create a bug report there.