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Cant rig specific mesh
There's this cat that I'm trying to rig, and no matter what I do it wont work. I've tried fixing any mesh errors that I could find, but I can't find any more, it seems clean now.
I've remeshed it with instant meshes and the new mesh works rigs nicely. Hope you guys can identify what is my error in this mesh...
Link file: https://drive.google.com/file/d/1KIb7WQPs5sT4KhtT8j4cRsVCkPTvlVMH/view

Your mesh is too dense, I don't know why, technically, it makes the parenting fail but I think it is your problem here, and anyway, using a high-poly mesh will make animation very tedious, so you should come back to a low-poly version of your cat. You probably applied a Subdivision Surface modifier, did you keep the low-poly version? If not you'll have to retopolgize your object.

Hey, some time later I come back... I've redesigned the cat and now have a low poly of it, the automatic weight is working fine, only thing is the rig is getting a weird parenting in the cheek now...
Heres the glitch: glitch
And how the armature is laid out: armature
also a link to the blend file: cat.blend

hello, your link to the blend file asks for an authorization   ;)

Oh, thanks for the quick response, I've corrected it!

The blend file should have the armature in it... Sorry for the mess lol, was it hidden? idk

Try this one blend file

maybe you should precise what doesn't work according to you. It looks like you've auto-rigged, maybe you should 1) work with a low-poly mesh, it will make the things much easier for calculation or deformation 2) rig yourself, so that you can fully and easily control the influence of each bone?

got it, will work on that. Thanks for the response :)

Fo rexample unless you have good reasons to keep it high poly, try to work with a low-poly version, I've used Ctrl E > Un-Subdivide and it looks like it doesn't make any difference, it will make it much easier imho

Oh, thats a nice one, I've applyed the subdivision before cuz the shrink wrap was kinda strange, that will sure do.

keep your mesh as low-poly as possible, also, keep a low-poly version even if you try to apply the Subdivision Surface, don't apply this modifier if you have no reason to. Also, I'm not familiar with auto-rig but I think you can make your own armature pretty easily.

I acctualy used rigify, saves a lot of time... I'll try to solve this with some weight painting, if it doesn't help I'll do my own.


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can you plz help solve this bone flickering?
can you plz help solve this bone flickering ?
pivot not moving along with the end effector. can you pl tell me why it is so ?
plz see in the video..
https://www.youtube.com/watch?v=qNsH8WvM3ps

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.

You have disconnected but you need to unparent, otherwise there's a circular dependency

Thanks very much moonboots for your guidance

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Rigging control: How to animate two snakes twisting along a shared axis (Question)
I've watched some snake animation tutorials on youtube and I've manages to control my snake with inverse kinematics. I'm having issues to get it to twist along it's own axis, so to animate two snakes twistinst together along a shared single axis, like the rod of Asklepios (see pic).

Thanks!

does it mean that it follows a sinusoid curve and rotate on itself? could you please be more precise?

Mostly rotating it myself. But I'm happy to hear multiple approaches :)

instead of using an armature you could simply make them follow a curve? (with a Curve modifier)

If you want to rig your object you can take a look at Batfinger's answer here.
A simpler solution is to give your object a Curve modifier:

Then if you move your object on Z, here is what happens:

Thanks! But still I would like to rig it myself! Any ideas how to do that?

if you want it to be rigged, take a look at Batfinger's answer here: https://blender.stackexchange.com/questions/133012/line-of-bones-to-travel-and-conform-to-curve-train-or-snake-following-path

Thank but I think maybe I need to rephrase my question. How can I control the rotation of mutliple armatures of a snake with a single bone. So when I use that bone all the selected armatures rotate simultanously. What you sient is how a snake could follow a path.

so maybe reformulate your original question to make as clear as possible

I did. Thank you for your suggested solution, but that's not what I'm looking for.

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How to animate particles?
I want to achieve this effect in a blender using particles
Please view the video in the attached link https://www.instagram.com/reel/C0OyH_5NP1W/


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How can I move lots of objects on path and control it somehow?
I'm storyboarding a project at the moment and I want to do something similar to this image. You can see it on Behance in higher resolution as well:

I want to model some "data cubes" in different shapes, let's say cube, rectangle and pyramid to represent different data. I want them to move on a path to "datacenter" for an explainer I'm working on.
I know you can do this with particle system and force field. But I want to have more control over it. For example set distance between cubes and control overall speed. I don't want to manually animate lots of objects on paths by hand :(
I'm coming from After Effects background, so not sure if there is some way to have "dashes" on paths and replace dashes with objects, then offset them all?
What would be the best approach in this situation?

I wanted to propose a subdivided edge with a particle system, and the edge follow a curve, why don't you want a particle system? What kind of control would you want that you wouldn't have with particles? You would like to be able to control each object individually? Also, how would you have used Force Field?

This sounds like a job for GeometryNodes! I'll try to cook up an answer later today.

@moonboots - I would like to make all the objects evenly spaced and control the flow of them - speed up, slow down.
In the past, I was playing around with Particles, Splines, and Force Fields to make particles follow a path and use it as some sort of "magnet path" - particles wrapping around path and moving along side it. This works well for more abstract pieces, but I want to make it more "geometrical" like in the attached image - even spacing between cubes etc.

@FilipFranik that would be amazing - I was thinking about using Animation Nodes and I just got them working in Blender 2.93 - I upgraded this week and now few add ons needed update.
If this can be done with Geometry Nodes, then it would be perfect.

With particles, it would give something like that: https://zupimages.net/up/21/23/pmr9.gif

I might try creating an image texture with white spots on it, and then have just as many particles as there are spots, and finally control the particle system with the texture, and move it along the surface.

@moonboots this looks like I want to achieve. Could you please share the file or a short breakdown how you linked the cubes and animated on a path please?

ok I've undeleted my answer, see below, not sure it will completely answer though, depending on what you want to control

First of all, I want to thank all of you for contributing to answering this problem. I tried all the answers and played with them to see if I can get enough control and flexibility.
@moonboots answer gave me some ideas how to combine it with @Filip Franik answer. After some experimentation, I managed to get whole thing to work, using Animation Nodes.
This older post I found, helped me with overall set up as well.

And result.

Here is a solution with particles nevertheless, I guess someone will explain with Geometry or Animation nodes:

Create your object (1), you can create several objects, it looks like you have one object by line.
Create the path (2), it's a curve, I've set the Handle Type to Vector with V to make the angles orthogonal.
Create an edge that you subdivide (3), here something like 20 vertices.
Give it a Curve modifier with the curve as Curve Object. Find the good Deform Axis so that when you move it in a direction it follows the curve.
Also, give it a Particle/Hair system. Enable the Advanced option, choose the amount of hair in Emission > Number, Source > Emit From > Vertices, enable the Rotation option, Orientation Axis > Global Z, under Render choose Render As > Object and under Object > Render Instance Object choose your object 1 (here, my cube). Choose the Scale under Render.

Now when you move the edge it should follow the curve and the particles should follow as well:

Unit object,
Proof of concept combining the methods outlined in my answers given to
How to make objects follow a ellipse? (Duplication around ellipse)
and
Continuous Looping animation - Differing rotational speeds
Make a single unit, copy & offset each to fill the path.
Using an object that is one unit of your data. Create enough copies to fit the curve.  Can quickly work out how many copies fit by using array modifier and setting fit curve, calculate by dimension divided by unit dimension, or add a curve modifier and adjust count.  The modifiers are no longer  required and can be removed.
Here's one I prepared earlier. Basically we are copying the unit and sliding its offset further along the curve by adding offset to driver expression

with the unit object "set up" (ie has the constraint and driver_) run the following script from the text editor
from bpy import context
from random import random

frames = 45
copies = 112
prob = 0.7

unit = context.object
driver = unit.animation_data.drivers[0].driver
unit.select_set(True)
expr = f"((frame - 1) / {frames}) % 1"
driver.expression = expr

for i in range(1, copies): # copies - 1
    if random() > prob:
        continue
    tower = context.object.copy()
    # comment following to have linked copies (same mesh)
    #tower.data = tower.data.copy() # an unlinked dupe (own mesh)
    driver = tower.animation_data.drivers[0].driver
    driver.expression = f"({i / copies} + ({expr})) % 1"
    #tower.constraints[0].offset_factor = i / copies
    context.collection.objects.link(tower)

# only copies selected after run script
unit.select_set(False)

Set up so after running only copies selected, so if unhappy, hit X and remove the copies change settings & run again.
frames : How many frames it takes to traverse the path
copies : How many copies required
prob : The probability of copy being data 1.
Improvements,
Could do a number of things.
Instead of not copying when blank data,  copy  them all and drive the render visibility. Would enable us to randomize data on next circuit for example
Make each chunk an array and drive each chunks array count.
Use some binary input data, 00110101111000100 instead of random choice
Make a better gif to illustrate.
Read the question better. If need be can edit for multiple objects.  As it is each object shares one mesh. Could swap out to other meshes (esp. if dimensions match)

Because Geometry Nodes feature is still under development I used an early version of Blender 3.0 because older versions had bugs and were missing features
Let's start from two objects in the scene.

First one is just a cube to act as our point instance.
Second one is an object containing mesh of a single edge (and 2 vertices)

I made the "edge" by deleting two vertices of a plane.

Now we add geometry nodes to the "edge" and configure them this way:

Play with subdivision level, color ramp and seed to achieve awesome results.
Now the edge has additional geometry:

To test the movement I added a BezierCircle and converted one of it's vertices to vector by clicking it in edit mode and then pressing V and then selecting vector.

Now it's enough to go back to the "edge" and add a Curve modifier with correct axis.

And control the movement by moving the edge on the Y axis.

In this workflow almost everything is procedural and can be freely adjusted at any moment.
EDIT:
If you don't want the cubes to bend with the curve a slight adjustment to the nodes (removing the subdivision node) is necessary.

We will do the subdivisions first using a modifier, then we bend the "edge" along the curve and in the end spawn instances.

I tried your method and it works to some extent. I can replicate the object along the "path" - plane extruded and then all the unnecessary verts removed, to leave 1 path.
Is there a way to offset position of the instances using your method? I tried various nodes and combinations to get the offset, but I can offset all the instances randomly - they move in X/Y/Z, instead of along the path.

I tried different method - creating Curve, then Cube. Adding Array + Curve mod to Cube and Follow Path constrain pointing at the Curve.
It works fine, but after certain point Cube Origin goes wild and whole thing moves all over the place. See this link for screenshots: https://imgur.com/a/Y0rXqiX
This works as I want it to work, but no idea why Cube Object Origin gets crazy past certain point.
I can "combat" or "fix it" by making 100 copies in Array Mod and offsetting whole thing until it gets wild - but that is not efficient render wise :/


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Armature Uneven deforming with Modifiers?
I've had a very vexing issue for some time now and I can't seem to find a fix.
I have an armature set up with a mesh (mostly done) but some parts of the mesh deform entirely out of sync, and this changes depending on which of my modifiers are on. I have two armature modifiers on the mesh, one allowing it to deform, and the other makes the mesh track to the armature properly. Both have vertex groups and envelopes on, and preserve volume. The problem is the spine of this model works perfectly with the one modifier, but completely breaks when i turn on the second one. Without the second, the rest of the armature is very messed up.
I've done the weights manually and have tried several layouts for the weights and the bones themselves, but the problem persists. I've even removed the spine completely and remade it from scratch and it still has the same problem. The rest of the bones behave fine so long as the modifiers are on. I have no idea why it would only be one or the other being messed up, since they are both part of the same structure.
I can try and post some pictures if need be, its just very messy at the moment.
Edit: Never shared on here but lets see if this works

If you don't share your file it's really impossible to understand which is the problem!

One can't parent a mesh to multiple armatures, and 1 should realy be enough.
If there are some small morphing you'd like to do who are because of their detail movement not easily done with bones, you can add shapekeys for that.
Notice its also possible to use bone constrains (often with empties as helper objects) to control you bones, ea i did that in a car rig, just telling because i dont see any reason why 2 armatures would be needed. I made way more complex armatures but have never had a need for it, so it puzzles me why you want it.
Its a but unclear to me, what you try to achieve with it, perhaps if you can explain i might think of another way to do that.

No I've only got one armature. Just for whatever reason these two modifiers seem to affect different parts of it unevenly. No idea what is making the distinction between the parts being warped and unwarped either. I just noticed it along the spine point of the model compared to the rest of it. I thought it might be a symmetry thing but I have no idea.

Sorry typo, remove those modifiers one should be enough, make sure that when you setup your armature it fits properly (ea put your model in Pose position, then alter bones, and then apply  automatic weight (ctrl+p) to your model.
Also might be easier to apply mirror first and then make 2 sided bone system, simply copy left bones and mirror them while in Metarig-edit mode.


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Compositing Mist Over Multiple Render Layers
UPDATED
(mushrooms and far trees are background, buildings on right and some vegetation on both sides of middle building is midground layer)
I adjusted the values on the colorramp and the factor to show the issue i'm still having, it seems like the bottom two layers' fog cannot be adjusted individually the way I have the node set. Ideally, I would like to have a little separation between these two layers, however I can't figure out the right node setup to give each layer its own mist layer adjustment.

UPDATE
Made a little progress, I think I'm like two thirds there. I attached my most recent render (top image), the current node setup (middle image), and the version with the mist I am trying to mimic (3rd image). I seemed to have figured out how to apply the mist (minimally)to my background and my midground, but the foreground doesn't seem to be affected by the colorramp slider with this node setup. Still a WIP, among other things, the mist is a little heavy in the version I'm trying to match, but once I have the nodes set up I should be able to tweak that. The mist in the foreground is probably irrelevant for this image, but would be nice to know how to apply it for future renders.

ORIGINAL
I recently ran into hardware bottlenecks on a render, and found I am able to complete the same scene using multiple render layers and combining them during compositing. However, the mist pass that I had on the previous single layer render now needs to be spread over the 3 render layers. I believe I would have to setup a mist to colorramp/mix node for each layer and combine those similarly to "stacking" the 3 render layers I have already. I am trying to avoid volumetrics to cut down on CPU strain. What would be the best way to combine the mist node tree to my 3 render layers node tree to achieve the same depth that a single render layer with a mist pass does? Is there an easier way to add mist to the image that contains the 3 render layers?
Thanks.

add a .blend file to your question might make it easier to understand:
Grab the URL of the question
Go to https://blend-exchange.giantcowfilms.com/
Select the blend file
Add the url of the question
Grab the url that results
Go back to the question and edit it
Add the new url to the bottom of the post

Thanks for the suggestion, Marty. It's an absolute monster file close to 1GB. I'll see if I can get it up on there, I'll post a screen shot soon of the render and node setup I have if I can't get it uploaded. Maybe that will help illustrate my problem if the file doesn't work?

Got a couple layers to apply the mist pass, however I still don't think my node setup is correct. Would love to see what you think, or see if you have any suggestions based on my update. Thanks,

I haven't understood if your problem is that you have a weak mist or how to apply the mist on 3 render layers. or both? but from the node setup It looks to me that your are mixing the mist using the mix blend with factor to 1, in this way you can see only the top layer.

in the camera settings you have a mist limit so you can see where it goes. you can adjust its starting point and ending point in the world preference. adjusting that and not having the mix node with factor at 1 it may help.

I'm fairly new to the compositing side, so I could be missing something right in front of me, I will update another image that I think helps illustrate my issue. In short, two of my layers (background and mid) do not have independent fog amount adjustment. Appreciate the input.

Virgil, I took a look at my mist pass depth and it extends well beyond the furthest object, I am not sure it is this. I moved the mushrooms back a little bit and re rendered to see if the extra distance showed more mist depth in the stem. It didn't seem to make much of a difference from what I can tell. The two bottom layers still seem to be stuck together only being able to be adjusted by the colorramp while I can independently adjust the foreground mist.

Use a math node in the compositor set to “minimum” to merge multiple mist passes:

“Occluding” objects in the mist pass will always have a lower value than what they are occluding, since the distance range of the mist pass is the same for all layers. “Minimum” takes the smaller of the 2 input values. So this will simply merge all occlusion objects. Just add more math nodes if you have more than 2 layers: you can merge a 3rd mist pass into the combined results the same way you merged the first 2.

Awesome, this worked perfectly. Thanks a ton!

if the blending mode is mix with factor to 1 you will see just the layer on top

while multiply may not be the best for this scenario is just to illustrate the difference

also you should check the distance of your mist pass. if is too deep the mist won't come out how you expected.

Ah, I see what you are saying, I will give these suggestions a try next chance I get and see if that works, Thanks for the visuals as well.


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How can I make my CPU not work as hard?
I'm rendering edited footage using Blender, meaning everything is an emission shader with basic textures, so the samples are only at 1. However, the video is over 5500 frames long, and for some reason, my computer hums really loud and it gets extremely annoying. I wouldn't mind if I only had to render for an hour or so, but since each frame takes an average of 2 seconds to render, and I have over 5500 frames in my animation, my computer will be screaming for over 3 hours. Is there a way I could make my CPU not work as hard? Is that even possible?
NOTE: I don't mind if it takes longer to render

Loud fans also are a sign that you have dust built up in there. Time open up your computer and clean it out. (With a clean system even when the CPU going at 100% usage the fans should not be screamingly loud.)

It's typical for power users to buy better CPU coolers, including liquid-coolant systems, to keep their CPU's cool under long, heavy loads with minimal noise.  The Corsair H-100's (or their newer models) are a popular choice.  Adding better cooling fans to the computer case can also help a lot, especially if your CPU and GPU are both using fans that just blow heat around inside the case.

@David♦ @Nat Thanks for the feedback! I will be sure to look into getting a better computer, especially one that has a GPU. In the meantime, I'll have to clean out my computer. I don't have experience with that, so I'll just take it over to a computer store.

From the description I would bet this is coil whine, not just fan noise.

Under Performance, set the number of threads to "Fixed" and just use one or two threads.  That should help keep the temperature lower and your fan slower if that's what's making the noise.  It will take proportionally longer to render though (just leave it on overnight).  Other than placing your computer in another room, that's about it.

I put my laptop into the fridge to cool it down while rendering images for my diploma:). If I only knew your solution then...

I know that an answer specific for Blender was already posted, but some generic alternatives, to achieve this goal that I regularly use on Windows, are:

Battle Encoder Shirase: a program, that throttles CPU-usage on per process basis by regularly sending it to sleep. The program was originally developped for keeping the CPU cool while encoding media files but was also in large use in the BOINC-community
setting a lower process priority in task manager (doesn't help with overheating but keeps other processes responsive)
setting the maximum CPU-performance in the energy saving settings to for example 60%

Blender 2.8x requires graphics card and driver with support for opengl 3.3 or higher as it is in the requirements

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Baked Textures Don't Look Like Render
I'm having trouble baking textures: I want to bake my textures, since I'm making a simulation out of them, so I can't just render the entire scene.
I set up my UV Map and unwrapped the materials using the Smart UV Project option. I included the nodes in the pictures below just in case that might help.
So after the baking was finished, the actual texture seemed a whole lot darker than the render, as well as the shadows seemed misplaced.
The scene looks like the one on bottom left:

However, in the texture viewport, the scene oddly looks like this one at the bottom left:

In my bake settings, everything is checked except Selected to Active and Cage, with a margin of 16 px.
Is there something I'm doing wrong? I appreciate anyone's help in advance.
NOTE: This happened to all of the materials, I'm just showing the Dark Green material out of the 14 materials I have in this model.

Are there any objects in your scene visible to viewport but unrenderable, like light sources? Also check you terrain normals are pointing outwards

I'm using a sky texture in my World Settings that lights the scene, and an additional sun lamp. I just checked my normals which all seem to be fine.

First of all, you need to apply scale and rotation to all your objects
shift + a

You can't have any scales that are negative, also this is just a general practice I would advice you before rendering.
Note that sometimes you have to check if your object face normals are not inverted after applying a negative scale.
My computer has issues rendering right now but this was my result:

I also set the sun strength to 2.5, but that is up to you of course.

It worked! Also, I discovered earlier that part of the reason it wasn't working too well was because some polygons were overlapping each other, but even after I fixed them it still wasn't perfect. This seemed to fix the issue. Thanks!

glad to help :) apply scale & rotation will be your best friend

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When should N-Gons be used, and when shouldn't they?
Support for N-Gons (polygons consisting of more than 4 vertices) has been in Blender for a while now, but many of us still may not know when to use them, and how to do so effectively.
In what situations do N-Gons really come in handy? When should they be just plain left out? Do they have any place in finished models?

See related post: Why should triangle meshes be avoided for character animation?
https://blender.stackexchange.com/questions/2931

Related https://blender.stackexchange.com/questions/99369/i-thought-you-should-never-use-triangles https://blender.stackexchange.com/questions/2931/why-should-triangle-meshes-be-avoided-for-character-animation https://blender.stackexchange.com/questions/89/when-should-n-gons-be-used-and-when-shouldnt-they https://blender.stackexchange.com/questions/36270/how-can-tris-be-used-to-an-advantage/

Honestly in my opinion, NGons should never be present in a final model. Every artist will have slightly different opinions on this but here is my take.
When NGons are okay

On completely flat surfaces.
Hidden areas of models that will never be seen or used for any reason (but this still sloppy and not desirable)
As a temporary holding surface that will later be replaced with clean quads.

When NGons are not okay

On any model that will be exported to another artist or engine
On a model that will deform through animation
On a model with SubD (unless that area is completely flat, and surrounded by a quad-loop)

There's many different reasons for each of the above, but here's a few:

NGons should not be used on deforming models as you want to have absolute control over how the surface is generated and how it appears at render time.
NGons should never be used on a model that is being exported as you don't necessarily know if the importer on the other side will support NGons or if the next artist will treat them as you intended.
NGons should never be used on real-time models as you won't know how they'll be triagulated.

In general, I like to use NGons as a temporary topology block. But I never keep them in my final models.

Great answer - but minor knit pick. For architectural modeling: flat surfaces. - OK, bordered by a quad loop. - is this really needed? This part of the answer seems like you assume smooth shading or subsurf, which isn't typically the case for buildings.

Ah no, that's not really needed. You're right. I address the quad loop in the second half of the question. I'll edit.

Ngons can cause trouble with the subsurf modifier. Let's look at two examples:
Ngons with a subsurf result in what I would call megapoles (poles are verts with 3, 5 or more edges connected to them in a surface). They have one vertex in the center and the border is usually star shaped like the object to the left. That results in an uneven transition. The triangle fan has no such problems.

It's even worse with this U-shaped form (left mesh). Again the Ngon is transformed into a quad fan. Here the subsurf causes the geometry to overlap. The right mesh (consisting of 5 quads as the main surface) is fine. Notice that the faceloops around the border have a much more even and controlled appearance.

N-gons are useful and detrimental for various things.
If you're using Blender, they are usually fine.
So long as you always save as a .blend, n-gons are fine, and I've never had issues within Blender from them without having other serious issues with my models.
That said, n-gons have their advantages and disadvantages; you have to consider all the things that go on with vertices and faces, so if your vertices are weird relative to your ngons you'll see bad stuff happen (for reference, n-gons in the cap on a cylinder are usually fine, but when you start having whole sides of something be a single n-gon you'll start seeing issues that could easily be solved by slicing the n-gon down into smaller polygons).
For export, n-gons can be bad.
Not everything supports n-gons, and some formats don't like them. Typically, the exporter will automatically convert them, but this isn't always the case. In addition, exporters may not always be aware of manifold issues when they're exporting n-gons, which can lead to issues for 3d printing but even for digital use.

which exporters don't tessellate ngons? I'd be interested to know since all should.

I don't know which don't try, but I had some ngons that only liked .obj export.

Not sure how manifold issues are relevant here, you can have non-manifold meshes which are made of quads/tris too, think this part of the answer is irreverent unless I misunderstood somehow.

I've only ever had serious manifold issues with n-gons, for some reason. They can certainly happen with both, but n-gons tend to be a little less flexible and if something goes wrong they're often harder to fix. Maybe it's just how I model (which is not terribly prolifically).

I've found that for finished static meshes for game export, doing a limited dissolve and letting blender figure out how to retriangulate things can result in e.g. 50-100 less triangles in a 300-500 triangle mesh. Whether this is good in the long term, i have no idea.

As a product designer and object rendering professional NGONs
are an essencial tool for my workflow:

they reduce the polygon count
clean up the model
make beveling of planar edges much easier
greatly simplify UV texturing because of less dense mesh

Also:

enable local subdivisions inside the mesh of the polygon mesh when modeling
organic objects and the subdivision surface modifier generates a perfect quad based
mesh for you
this simulates T-Splines for NURBS modeling and is thus a totally valid modeling tool for organic product design
When exporting, applying the subdivision surface modifier will generate a perfect quad
mesh mode for you.

For character animators or game asset design NGONS as mentioned should not be in the finale model at all.

The first time I read this I thought it was heresy. Now, with 3 years of experience I couldn't agree more :))


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Extrude on Z axis
Apologies for not using the correct terms, but I am new to Blender and even though I searched a lot I cannot find the answer to my question.
I have imported an svg file into Blender and want to extrude each path individually, as I am interested in controlling the heights.
Generally, I am planning to extrude each part individually and then convert to mesh.
I cannot seem to find how to extrude only to one direction on the Z axis. Whenever I extrude, the shape is extruded to both directions of the Z axis.
Hope the above description makes sense.
Thanks.

You could duplicate the imported object, then remove from each copy all but one single part. Then you could extrude them individually. Or, you could convert the imported "curve" to mesh (ALT-C) then extrude selected vertices/edges/faces individually is possible.

Some screenshots of the curve would help. It could be that you use Extrude option of the beveling of the curve; in that way it won't allow extruding only in one direction.

Probably I should clarify that I have imported the SVG file and managed to extrude the individual paths already. I haven't converted to a mesh yet. the problem is that I do not want part of the extrusion to appear on the bottom of my surface as I am making a kind of relief. Could what Mr Zak says be the problem? That I am applying the extrusion of the bevelling of the curve? I am uploading a screenshot as well, in case that helps.

See https://blender.stackexchange.com/questions/47217/extrude-and-bevel-an-imported-svg-curve and https://blender.stackexchange.com/questions/47825/extruding-vector-files-in-blender or https://blender.stackexchange.com/questions/47217/extrude-and-bevel-an-imported-svg-curve/47220#47220 for common caveats and problems

Thank you Duarte but I had already checked all these. I do not think that there is a problem with my geometries. The problem is that I cannot manage to make the extrusion happen to one side of the Z axis or make all extruded curves 'sit' on the same level/ground.

In object mode, Select your SVG imported object
Press ALT + C and select: Mesh from Curve/Meta/Surf/Text
In Edit mode, press A to select all
Press E to extrude, press Z to lock onto that axis

Nice, but putting some example images would help others to better understand...

If I got what you mean, since your imported svg is already extruded, you could instead need to scale the shape using the "3d cursor" as pivot mode, it is nothing specific for an imported svg, it happens with any mesh.
here is the basic standard cube:

if you scale on global Z, scaling acts both on +Z and -Z

this happens because of the (default) pivot mode: median. You need to place the 3d cursor to the point you can control (eg: the base of the shape) and then change pivot mode to "3d cursor".
in (wireframe) side view select all the bottom veritces of your shape

then move the 3d cursor to "the selection"

you'll end up with something like this

then, change the pivot mode to "3d cursor"

and now the Z scale behaves like you wish

Hope it helps...

Select the vertices/edges/faces you want to, press E to activate Extruding, then press press Z to change the direction of the extrusion to the Z-axis.

That should also include clarification that if a face is selected pressing Z after extrusion will in fact turn off any axis alignment as when extruding faces it will be locked to face normal by itself.

Yes, cegaton that is correct. The alternative option would be to extrude the curves and then convert to mesh and then place them on a base, while constraining the movement on the z axis. Still haven't found a solution..

This does not work on curve objects, and/or requires converting to mesh first, which is a destructive process that should be avoided if possible. It also does a poor job at explaining that it should be used in mesh objects, in edit mode, and require a selection of faces first

Also make sure you "apply scale" (CTRL+A) to make extruding  work as expected.


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Rotating domain with realistic fluid
I'm trying to demonstrate a spray paint can tilting on its side through Blender. I've watched various tutorials and am starting to understand the domain, obstacle, and fluid types so I'm able to simulate a fluid splattering .
I also have figured out how to use keyframes with rotate to slightly tilt the inside of the spray can. In the last keyframe, I tilt the can and the domain.
In the last frame of the liquid's bake, it is splattered but it is not obeying gravity. It's splattered on the bottom of the can although its sideways, when it should be on the sides of the can. I rebaked after the keyframing, but still nothing. I'm assuming it has something to do with the World settings?
I think videos which could point me in the direction to do something similar to this would help.


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How can I add thickness to this animating curve?
I have imported a LaTeX figure from a latex2Blender add-on that I downloaded. I then converted the figure from a mesh to a curve. I then added a build modifier to the curve. The curve animates itself nicely.

However, I want there to be some thickness to the curve. I would prefer for there to be 2D thickness instead of 3D thickness if possible. In other words, I don't want to trace out the curve with 3D tubing. I tried everything in this post: How to add thickness to a curve? , but nothing worked for me
Here is the file:

You want to have something like this? https://i.sstatic.net/61lOW.jpg

yeah that looks perfect for the end result of the animation

You can use an object to bevel the curve. In this case a very very very tiny path.
Add a Curve > Path (Shift+A). This will create 4 m tall NurbPath object.
In Edit mode, scale it down to 0.000001 (S0.000001Enter) and 3x up again to make it thicker (S3Enter)

When it has the right size you can use it as a bevel object for the Latex Figure.001 curve:

End result of the animation:

Blend file:

Thanks. I tried doing this on the "a" and ended up with poor corners https://imgur.com/a/sPWyGex   . I also tried it on a "b" and ended up with some weird lookin end-tips : https://imgur.com/a/E5wa7zc

Hm. Which Blender version do you use? I've used 2.93.5 in the answer but just tried 2.83.9. There it results in an even worse shape.

So I upgraded from 2.93.1 to 2.93.5 and I'm still getting the messy tips. I noticed that in the first image you uploaded, your nurb path x y and z scales are all set to one while the x dimension is .000012. Whenever my x dimension is .000012, my x scale will always go to 0, even when I try using the lock button. It says it's 0 but when you click on it to expand, it's actually 0.000003  https://imgur.com/a/fixJKPf

I bet that you scaled the nurb path in Object mode. You can do this in Object mode but you need to apply the Scale with Ctrl+A afterwards to reset the scale to 1.000. I've scaled it in Edit mode. Then you don't need to apply the scale transformation and it will stay at 1.000.

Ok I got my Transform tab looking like yours and I'm still seeing the messy tips and corners. Would it be best for me to see your file at this point and see how it looks on my computer?

That's strange. I've added the file to the answer above. Just tested the scale in Object mode without applying the scale. It looks the same. But I wonder why the scale must be so small because I've tried with a letter (created a Text object, converted it to a mesh, then Mesh Clean up  > Limited Dissolve and removed the faces and converted it to a curve). The Build modifier builds this in a different way. But the text curve only requires a nurb path with a size of 0.005....?

so I downloaded your file and the "a" looks perfect on my screen. I imported another LaTeX figure, converted it to a curve, applied the build modifier, then added to its bevel object the same nurbsPath as  the one that the "a" had, and then mine still had messy and tips and corners.  Yeah I was able to animate a standard text object the same as my imported objects. I did what you wrote, but I didn't delete the faces. The curve built itself nicely, but after adding a new nurbs path with a new size and assigning it to the bevel object of the text curve, the tips and corners were also messy.


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Is there a way to grow this curve at a constant velocity?

Hello, I would like to be able to grow the curve shown in the gif above at a constant velocity. For the straight edges of the curve, I just don't like how they grow super quickly. It looks a bit too choppy.
I assume that the curve growth velocity is dependent upon the density of the curve's vertices. There are fewer vertices throughout these straight edges, therefore the curve will grow faster along those edges. I think an even distribution of vertices throughout the curve with small distances between them to maintain detail could possibly solve this, but I don't know how to do that.
To create the animation, I started off with my mesh symbol. I converted it to a curve, added a nurbs path and scaled it down, set the curve's bevel object as the small nurbs path, set the curve type to 2D, unchecked the curve's cyclic-u property, and then keyframed the end value from 0 to 1 under start & end mapping to animate the growth. I also added a few vertices to the curve to patch the slit caused by unchecking cyclic - U.
I found that animating the curve using this method had the best topology on the symbols I'm creating these curves out of. I would prefer to maintain the sharp corners of the symbol if possible.
EDIT:
So, to remove slanted tips caused by changing the mapping end & start to spline, I end up having to subdivide the long segments of the curve. I wrote a script that does this if anyone else out there needs it. The pseudocode is as follows: "for each of the curve's segments, if the segment length is greater than some amount, subdivide that segment with some number of cuts"
import bpy

curve = bpy.context.scene.objects["Latex Figure"]

matrix = curve.matrix_world

bpy.context.view_layer.objects.active = curve

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

i = 0
range = len(curve.data.splines.active.points)
while i < range:
    point0 = curve.data.splines.active.points[i].co
    point0 = matrix @ point0

    if i == range - 1:
        point1 = curve.data.splines.active.points[0].co
    else:
        point1 = curve.data.splines.active.points[i + 1].co

    point1 = matrix @ point1

    d = (point1 - point0).magnitude

    someAmount = .1

    numCuts = int(2 * d/someAmount)

    if d > someAmount:

        bpy.ops.curve.select_all(action='DESELECT')

        curve.data.splines.active.points[i].select = True
        if k == r - 1:
            curve.data.splines.active.points[0].select = True
        else:
            curve.data.splines.active.points[k + 1].select = True

        bpy.ops.curve.subdivide(number_cuts = numCuts)

        i += numCuts + 1
        range += numCuts

    else:
        i += 1

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

I think you are correct about the even spacing of points. To add more, select 2 points, right click and select "subdivide". You can change the number of subdivisions (points added) by using the Operator Panel box that pops up in the bottom left after you subdivide once.

@ChristopherBenett Alright thanks. I was worried that appending these new vertices via subdividing would mess up the order of the curve path growth because the numeric order of the vertex indices became scattered. Thankfully, the curve grows along the same path. I'm gonna write a script that does subdivisions between neighbor vertices if the distance between the two is greater than some amount.

If you set the 'Mapping' Start / End to 'Spline' on a Bezier curve..

.. then the curve's length is mapped from 0-1. (Or, at least, a reasonably sampled approximation of it). You can put linearly-interpolated key-frames on those fields.

BTW.. if you want a round profile, you can use the native bevel. You may not need a separate bevel object.
In your particular case, the object-level scale of your curve is way out of whack, at 600. CtrlA > applying scale brings it to 1, but then you have to correct the radius to compensate. Here, I've brought the radius of the control-points to 0.1 (in the N panel, in Edit Mode). When that's done, you don't have to convert the curve type. It works as a NURBS.
The front of the sweep is diagonal along some of the straight sections. It's interpolating between the directions of the control points at the end of the segments. Inserting a couple more control points entirely in the straight, towards the ends of the segments, will fix that, if you need to.

Hey, so I selected my curve, changed its bevel from object to round, gave it a small depth, and then changed the start and end mapping to spline. It ended up warping the "+" symbol into what looks like a star. https://imgur.com/a/KEncoRo

@Adam717 See edit.

Nice. I have the curve animating at a constant velocity now. I do see the diagonal front sweep. I would like to correct it if possible. I'm having a hard time interpreting what you mean by "entirely in the straight, towards the ends of the segments"

Hi, @Adam717  Subdivide the long straight segments, GX or GY the new points so they are near the curves at the ends. Then the interpolation should be between those points, which are straight up-down, or straight left-right. (I hope) :)

Ok, I see what you mean now.

With animation nodes you can easily turn the curve in a curve with equal distance vertices like this:

if you extend the animation nodes setup like this, you got constant speed:

by adding a map range node you can get increasing speed:

Note: with a little math you can exchange the map node with some math nodes and you can make the velocity more configurable...

Hello. So I tried out this method. I ran into a few issues. The first thing I noticed after turning the curve into an equidistant curve was that the corners which were once sharp are now rounded. I apologize for not mentioning that I wanted to keep the sharp corners. That's my fault. The other issue that I ran into was that near sharp turns, the topology of the curve became a bit messy. https://imgur.com/a/ffc0bAe

Flashback to the pipes screensaver on older Windows


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Blender 3.3 Normal Map bake blue and grey or transparent
My normal map is baking transparent or blue and grey.

Hello could you please share your file (or at least a part of it) so that we can test? https://blend-exchange.com/

here is a link , https://www.mediafire.com/file/9jhcpvt351p34n6/dragons.blend/file

I'm not sure what's the problem because it works fine for me (3.3 as well), don't forget to shade smooth the low poly: https://zupimages.net/up/22/39/4t7n.jpg

The low poly is flat shaded, which means that some rays, which are rays along the normal at that sample, miss the high poly.  In addition, your ray extrusion is set too high for the model, which will lead to different problems when you fix that; in general, a ray extrusion of 0.04 is more appropriate than the 0.2 you have, but that will miss the teeth and still possibly lead to some problems at the eye.  You might consider using a cage, but it may also be necessary to part this model out.


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How to generate a mesh-based lightning effect?
How can I generate a mesh-based branching lightning effect (to eventually be 3D printed) similar to the one on this miniature? I'm looking for something I can anchor to one or more points on the model, and optionally have it go off in the air.
I found a guide for manually creating the kind of mesh I'm looking for, but it requires manually remaking it any time the pose for the model changes, which I'd like to avoid.

I think there are a number of ways to achieve this effect. Of the several I've tried, my preferred one is the Shrinkwrap-based method described in this tutorial: https://www.youtube.com/watch?v=oaiVc51WKcc


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Items disappear when turned on subdivision surface
did everything according to this video https://www.youtube.com/watch?v=CsNgljHnbhA but at one point something went wrong. When I turned on the subdivision surface, then everything was gone. enter the image description here

File here

hello, at what minute of the video? Also please share your file (upload and copy paste the URL it will generate): https://pasteall.org/blend/

hi i emailed you everything

maybe you should share the link here  ;)  I'm not sure why but there's no problem for me when I open your file, I can still see your boat once Subdivision Surface activated

this is weird but thank you very much. If I have any problems, I will contact you

sure, I hope someone will understand what's the problem here though, maybe a bug, have you tried Subdivision Surface with other objects?

what happens when you disable Optimal Display in the modifier?  Also, could you add your file to your question, so that those of us who don't read @moonboots email can see it?

@Marty Fouts, I've edited his question, I hope he doesn't mind if I share his file

@moonboots, thanks.  Alas, like you I don't experience his problem.

so it's probably a bug :/


text:
What is causing the rest of the frames to go dark?
Frame 1 to 63 are fine but frame 64 to 600 are significantly darker. How do I fix this problem and what could have caused it?
Frame 1:

Frame 64:

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 GIF

Hard to say, maybe share your file, only keep several objects to make the file lighter


text:
Creating a custom globe and projecting a map - How to move textures along surfaces easily?
I am extremely new to Blender, and I am only using it because there is no dedicated program on Earth that lets you draw onto or place images onto a globe and then create a map projection from it. I am following this tutorial.
What is the best way to add a PNG image to the surface of an sphere and move it around? I don't want the image to be the texture for the whole sphere, I want it to be a continent on the sphere.
How can I move images around on a surface like shown in the gif in this guide?

Can you help me with a basic way/workflow to

add multiple .PNGs of continent shapes onto a sphere
move them around, scale, and rotate them (preferably as easily as in the gif)
project and export the result as a map projection image (equirectangular is probably best?)

Thanks for your help.

I may miss the obvious solution (and maybe someone will propose Geometry Nodes?)
A method would consist on simply create a second sphere, that is slightly bigger than your globe, give it a material with your image on transparent background: Plug your Texture > Image Texture with your image into the Color input of the Principled BSDF and the Alpha into the Alpha. In Eevee in order to have transparency you need to go into the Material panel > Settings > Blend Mode > Alpha Blend, and Shadow Mode > None. Parent your globe to an empty and rotate with RR until it has the wanted position. You can create as many globes as you have continents. At the end you'll be able to bake onto a unique image texture if needed:

Former solution (Vklidu's): there's a problem with this method as the image will appear at the opposite side of the object, maybe there's an easy fix? Anyway, here is the material setup for the sphere:

You need to create one Input > Texture Coordinate per continent, use their Object output, create as many empties as you have continents, select the empty at the bottom of the Texture Coordinate
Put a Vector > Mapping behind the Texture Coordinate, you'll have to tweak the Location values to put the image as the same position as the empty
Create your continent images (square images with transparent background), load them into some Image Texture nodes that you switch to Extend mode
Mix these Image Texture into a Color > MixRGB / Mix mode, use the Alpha output of the Image Texture as factor of the MixRGB. Create as many MixRGBs as you'll have overlapping continents
Give your empties a Shrinkwrap constraint with the sphere as Target so that they always stick to the sphere, activate the Align to Normal > Z option

Now when you move the empties, the continents will follow:

For additional continent, just add a new MixRGB node:

Thank you so much. I have a few more questions.

My continent PNG is stretching and distorting, as well as mirroring itself at the equator. How do I prevent this?

How do I move it around like you do in the gif?

Can you show what the mix nodes would look like as I add more continents?

sure, what questions?

For additional continents, just add another MixRGB before the Principled BSDF ans so on. For the other questions, could you please share your file?  https://pasteall.org/blend/

https://mega.nz/file/rsY2UIrC#Cmf0oV9cJXNsaI8AK633Rw-7OwtsSMK2O7zdT8jVxxM

For the Shrinkwrap constraint, activate Align to Normal > Z. For the stretched image, it's probably because you need a square image, crop it in an image editor like Photoshop or Krita

Let us continue this discussion in chat.

@NicNamSam if you find a solution, don't hesitate to use the Your Answer field  ;)


text:
Smoothly connect two objects (Cylinder+Plane)
I have the below hexagonal shape with a 45 degree extruding pipe. I would like to connect the edges of the hexagon to the outer side of the pipe's top rim all around. It should be a smooth, curved connection as if the pipe is pushing up a flexible cloth.

Thanks a bunch for your help.

Do you actually want something that looks like cloth to span the edge loops(with things like creases and folds), or do you just need a way to create a face between the pipe and the hexagon(not necessarily cloth-like)?

The latter, it should just connect the pipe and hexagon. No creases and folds are desired. I had planned to increase the cloth tension to remove any of those (if I had gotten it to work in the first place ;-) )

Right, l added an answer. Excuse me the weird formatting; mobile does not seem to have a post preview option; takes some trial and error to get that right.

TOPOLOGY
It's always better to work with simple topology, so you don't fall into a troubles with next step in modelling. So I would recommend ...

ad Cylinder 6 sides and Cylinder 12 sides, position them and use Boolean Modifier > Union

to get a same amount of vertices, select loop of hexagon, Subdivide (W) it, select both parts of top surface and delete them, select both loops and search for Bridge

version BEVEL

now you can select loop to Bevel (cmd+B), under Adjust last operation (F9) choose Percentage and set 100%

version BRIDGE

instead of beveling you can select subdivided hexagon edge directly and circle and search Bridge, adjust setup again under Adjust last operation (F9) like seen on screen

For any version - SMOOTH surface

smoothing surface - Subdivision surface Modifier, to sharp edges select them and set Creas (Shift+E) = 1, Set Smooth shading and under Object Data properties > Normals > enable Auto Smooth with Angle like 13 (in this case)

to model hole (tube) you can anytime in a process a) delete face and use Solidify Modifier or b) select face Extrude (E) Scale (S) to make thickness of pipe and extrude again with move inside (before extrude change Transform Orientation > Normals)

Thank you, this is exactly what I was looking for! Much appreciated.

You could perhaps use a Bridge Edge loop, then add some edge loops and scale those to get a crease-like effect.
Note that my hexagon already has a face in the images below; after executing Bridge Edge Loops this means that there'll now be internal faces in the model.
Remove any such faces before bridging (though you can probably also do it afterwards).
This also happens to the outside faces of the cylinder, you might want to remove those too.
Select the edges or vertices:

Find Bridge Edge Loops in the space search menu;

This'll create faces and edges between the selected edge loops.

To make the created edges and faces look they're pulled down by gravity, I've added some Edge Loops inbetween.
Since edge loops can only be practically applied to quads (faces with 4 vertices), I've added an intermediate circle with the same amount of vertices as my cylinder(24 in this case).

This is scaled to almost the size of the hexagon and then Bridge Edge Loops-ed to it. It's also bridged to the cylinder vertices like I mentioned before.
The intermediate circle now connects to the hexagon using triangular faces, but it connects to the cylinder with quads, thus making Edge Loops possible to use.

Add some Edge Loops using CTRL+R. Scroll the mouse wheel to change the number of cuts, and move it to determine where the cuts go. Click to apply the loops. Here I've scaled, rotated and moved the cuts to follow the form of the cylinder.

Thanks a lot, I was able to replicate that and it looks much better than before. However, the lines connecting the hexagon with the tube are now straight whereas the look I try to achieve is more organic/curved as if gravity is pulling down on these lines. I hope that makes sense. Do you know how I could add that effect?

You can use edge loops with a little intermediate geometry, I've appended a how-to for that to my original answer.


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Texture rendering incorrect on a parcticle in cycles
So, I tried to do a pile of blueberries and something went wrong
I was using particle system with molecular addon
Textures are looking right in texture view

But when rendered

How can I fix this?

I got it!
The root of the problem was bad lighting and roughness at 0.2 in BSDF shader...


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How Do You Achieve Realistic Spinning for Exhaust Fans?
I've been struggling for 2 days now trying to figure out how to approach this situation. I wanted to spin an exhaust fan that I modeled in 2.8 but the results is just not right.
My goal is to have a 10 second animation of a computer chassis where the exhaust fan is actually spinning at full speed.
Although I was able to spin it, it's not as fast (not realistic) as the GIF image below.
Is there like a filter to fake it?
Thanks
PS: how can i attach more than 1 image in a question? :)

There are a couple of ways which you can fake the effect for a fan blade spinning fast. One would be to use or create a texture which has the original appearance of a fast spinning blade and then jut animate that.
Another way and more than likely what you are looking for is to use a vector blur node in compositing to add the blur effect to the blades.
Here is a link for how this can be used.
Vector (Motion) Blur Node
You can also use the motion blur effect located in the render tab to create motion blur for the animation. Here is an example for how something like this can be done.
Blender Tutorial - How to Create Motion Blur For The Wheels

@natahan rivera thanks buddy...
I did the MOTION BLUR tab already but not enough. ill try this VECTOR NODE first :)

Managed to add motion using VECTOR BLUR node but it's not enough.
PS: how can I post additional images on repliese?

Update:
Vector Blur is not the solution I realized. It blurs the entire scene including the objects that aren't spinning but moving from one location to another :)
I just want the blur to affect the SPINNING FANS ....
STILL SEARCHING!


text:
Rendering image with lens distort node and transparent background
I tried rendering my image as a PNG with an RGBA channel, but when I put on the lens distortion node in the compositor, it made it have a black background.

I guess that's because this node is not a simple deformation node, it also affects color (if Dispersion is used). But you can use something like that :

Upvoted: but, note if you were animating the lens distort from the image port, duplicating the lens distort for the alpha does not include animation keys. I needed to re-create those keys on the alpha port's lens distort node to get my effect to works as expected with trans. background.


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Make a relief out of 3d model
I am a complete blender beginner. I have a 3d model and try to make a relief out of it, by putting it on a flat rectangle, so that it is suited for 3d printing (only the z-height should vary, so 2.5d not 3d). As the data is noisy, I need to cut some data away. I tried to do this with vertex dissolve. However, then I end up with the following situation:

Black and green is the contour of my object and in gray you see the rectangle I put my object on. However, I would like that the object goes straight down to the rectangle, meaning the faces of the red line instead of the green line.
Another possibility is to simply erase the vertices. However, then the border of my object looks like this

and I would like to have the border set to the same height. However, I don't even know how to select the border

There are several possible practical approaches to this .. which one would work the best would depend on your model.. and exactly what you want.. can you show us its shape, topology?

You can select the vertices of the green line and scale them to 0 (S, X, 0 or S, Y, 0 so they are aligned and then move them all to the left where you want them.

See this answer for a possible approach using a height map and displacement.

A relief can be generated using shrink-wrapped plane over the object.

Procedure (tested on Blender 2.79)

Add the object to blender and a base plane. Position the object over the plane.

Add another plane over the object and the plane on the bottom.

Subdivide the plane until the mesh is relatively fine.

Apply the shrink-wrap modifier to the object. Set the mode to 'Project', set the target to the object name (in this case 'Suzanne'), set the auxiliary target to the base plane (in this case 'Plane').


text:
Weird loop cut and slide glitch, just some random inward mesh deformation

I've only had the program for a few days and the loop cut and slide deformation glitch really ruins it for me. note that i don't always have this problem but its a reocurring problem for me. Every time I try loop cut and slide this happens.
whenever i use the tool loop cut slide, blender automatically puts a huge dent in the cube.

hello, it's hard to see what you're trying to do, what happens, what is the problem, perhaps share your file or more screenshots

i dont know what else to share, whenever i try to add an edge loop through loop cut and slide it creates that weirdly shaped dent on its own, and i just want to add a single edge loop.

ok, i added another screenshot where i highlighted what i tried to do

although i said every time what i meant was i had this problem consequentially in a row for a couple models, i made the same base mesh with mirror modifyer again and now everything is fine. i don't know what happened, but all i know is this is probably a bug since there is no reason anyone would want this as a feature.

ps. i am very sorry for making this post for what is probably no reason, but i'd rather keep it here since this is very strange.

your problem is not clear at all, maybe share the cube with the problem

ok, ive put the file on the page, and note that this happens whenever one uses loop cut and slide on this cube. try it and see what happens. if nothing happens on your hand, which i wouldn't expect, then i guess i've got no explanation.

btw i have not figured it out yet but i re-did all the work, and it no longer happens when i use loop cut and slide.

You need to disable the X-Mirror option in the Tools panel > Options.

thank you for the answer moon boots! really appreciate the help!

weird thing is, this (bug) does not happen in Blender 2.8. 2.79b creates a garbage cube, 2.8 doesn't do that with the provided file.


text:
Composition of more than one camera
I'm using 3 cameras, and what to have different composition to each camera, I learned how to change the composition but it's work for all the cameras together, how can i separate them?
EDIT:
Maybe it wasn't clear, I'm use more than 1 camera.
I need one of the cameras to show the result that seen in Composite and other camera to show the result of Composite2.

How can I config the cameras differently? or maybe it should be done in other way?

It is hard to understand what you want. I am assuming that you want to switch between the cameras, am I right? If so I will post an answer.

Thanks you @EricXue, I want to take 3 images with 3 different cameras, that each of the cameras have it own compositing flow. Is it clear explanation?

Thanks for susu answer I have started to check what View Layer is about, some why for me it didn't work (may be I'm doing something wrong). Anyway just next to it  their is Scene menu, I tried to add a new scene and it's solve my problem. Each scene have it own Compositing, so I'm taking one image  when first scene is active then change the active scene and take the  second image. thank you!

Each camera would need to be in a different view layer.
There can only be one active composite node on the compositor, that would be the output image set in the output section of the properties window.
If you need more than one output use file output nodes, add one file output node to each of the view layers you need


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Rotating multiple objects in animation
I am trying to animate a drone with 6 spinning propellers in version 2.79b. I can make the props spin in object mode by selecting them and choosing individual origins for pivot center, however when I try to animate the spinning props only 1 prop spins. How do I animate all 6 props spinning at the same time? I have tried grouping, parenting and joining and still only 1 prop spins.

I managed to get all 6 props to spin, but I had to animate each prop individually. Is this normal behavior for animation? Is there any way to duplicate the parent child relationship for animation?

You may want to add a custom property to the drone object, and then keyframe the number value of the custom property.
For each prop, you could add a driver to its Z-axis rotation. In the driver settings, you'd add the custom property number to the current Z-axis value.
I found a video that explains the process a bit better than I can at the moment:
https://youtu.be/Ht4m5txvWos
Thus by animating the custom property value, you animate all six props at once. Why go through all the trouble of repeating steps?
You may also want to look into animation F-curve modifiers, function or cyclic in particular. Thus with one of those applied to the custom property, you'd be able to keep the props spinning at a constant rate with only a single animation keyframe. The slope on the animation F-curve then correlates to the speed and direction of movement.
This could be more in-depth and complicated, but that gets more into rigging and scripting. Yes, that is more complicated. But if you use the same model more than once, it saves a lot of extra work in animating later on. (This is why rigging is an art/science in itself.)

Thanks for the pointers. I was adjusting the rotation and F-curves for each individual prop. 3 spin cw and 3 spin ccw. It was a lot of work and I was looking for a way of simplifying the process. This looks like a better way, I just have to wrap my head around the process. Thanks for the help.


text:
Batch rendering of 10,000 images from 10,000 obj files
I have around 10,000 wavefront (obj) files with a volume.
I would like to load a predefined scene with a camera position, light, etc. Then load an obj file, render a snapshot from that camera (no animation), save that as a png file and then pass to the next one and repeat the operation.
I know bash and python, but I am not sure how to do this "load & render" from the command line or using python.
Cheers.

How do you know which files to import? Do you have the filenames of the OBJ files in a file somewhere? Or are they all in the same directory?

File, directory, etc... That is not really important. I can either do:
for fileName in $dir/*.obj ; do BLA ; done
or
while read line ; do BLA ; done < list_of_names.txt

One tactic that might be useful is to load all the objects into a .blend file, but only make each object renderable for a single frame.  That way when you render the 10000 frames of animation, each frame will have a different object in it.  This might have scaling problems, so you might end up doing 10 .blend files with 1000 frames each, or 100 .blend files with 100 frames each.

Not feasible. Objects are complex (More than 40 MB each), so memory requirements for that would be crazy.

This script will take all OBJ files in a certain directory, and one by one load them, render them, and remove them from the scene again.  This way you can render 10000 OBJ files without having to load them all into memory at the same time. The OBJ files do not need to be named in any special way (except ending in .obj).
import bpy
import pathlib

# Adjust this for where you have the OBJ files.
obj_root = pathlib.Path('c:/temp/obj')

# Before we start, make sure nothing is selected. The importer will select
# imported objects, which allows us to delete them after rendering.
bpy.ops.object.select_all(action='DESELECT')
render = bpy.context.scene.render

for obj_fname in obj_root.glob('*.obj'):
    bpy.ops.import_scene.obj(filepath=str(obj_fname))

    render.filepath = '//obj-%s' % obj_fname.stem
    bpy.ops.render.render(write_still=True)

    # Remember which meshes were just imported
    meshes_to_remove = []
    for ob in bpy.context.selected_objects:
        meshes_to_remove.append(ob.data)

    bpy.ops.object.delete()

    # Remove the meshes from memory too
    for mesh in meshes_to_remove:
        bpy.data.meshes.remove(mesh)

The rendered image files will have the OBJ filename in their name, so if you have cube.obj, the output file will be obj-cube.jpg (assuming you're rendering to JPEG files).
The camera and lighting is use as-is in the scene, so you can set it up beforehand and render everything with the same settings.
NOTE: since this is a synchronous script, Blender's UI will block while it's running. You may want to start Blender from a terminal (or choose Window > Toggle System Console on Windows) before you start it, to keep an eye on its progress.

A small suggestion:  That's a lot of render time and one might find that the script needs to be restarted because of crashes.  If you set render.filepath before attempting to import the next obj file you can follow that with something like if render.filepath.exists(): continue before that call and the script will skip every file that already has a render output


text:
How can I move the bounding circle of an object?
I have a problem with the bounding circle in bge. I have a rigid body object with a hole on it and is is placed on a static box. I want to be able to get in but I can't due to the position of the bounding circle in the middle of it.I tried to change the radius but then it cannot stay still on the box . How can I move the bounding circle?

It's unclear what you are asking. Please add additional information regarding your project and if possible some screenshots.

Is it clear now?

You need to move the origin to actual mesh, or visa versa.

You mean origin to geometry?


text:
How can I change only the color of a grid solely based on the proximity of an object?
I have found a way to change the color of a grid based on the proximity of a mesh. However, the color of each tile of the grid is dependent upon the tile's z location.
Here's an image of what I have:

What I have was achieved with geometry nodes on a plane and with shading nodes on the selected sample cube:
Here are the geometry nodes on the plane:

Here are the shading nodes on the sample cube:

Here is a file of what I've shown so far:

I want for the proximity of a mesh to affect the color of the plane the same exact way as shown above, but without affecting the height of each pixel cube.
I have gotten something to work, but only based upon the distance of the center of a mesh and each pixel cube, which is not the same as the distance between the nearest face of some mesh and each pixel cube.
Here's an image at what I have as an attempt at a solution:

If I drag the selected grid around in object mode, the color in the plane changes. However, the color of the pixels in the plane are dependent upon the location of the selected grid, which is it's center.
My attempt at what I want was achieved by not calculating distance in geometry nodes, but calculating distance purely in shader nodes.
Here are the geometry nodes of the plane in my attempt:

Here are the shader nodes of the sample cube in my attempt:

Here is the file of my attempt:

This can be done in 3 steps:

Geometry proximity output should be connected to Geometry Nodes group output.
In my example, I used capture attribute node to make value equal in each instance of the cube. Important note: To pass different values to different cubes instances should be realized.

In Geometry nodes modifier, type a new attribute name for export from Geometry Nodes

Get this attribute in shader nodes using Attribute node and name that you have typed in step 2.

I tried this out and apparently I'm doing something wrong. Can you spot it by chance? https://imgur.com/a/uVPiaSR

Read my answer carefully: Important note: To pass different values to different cubes instances should be realized.

Just a variation on @Cranitsz' answer, saving a mapping of the proximity..
By proximity to instance, as he does:

By proximity to vertex, not unlike your first example:

... and  I got stuck trying to do it by proximity to face, which Cranitsz essentially answered here


text:
Linear Interpolation Through Color Ramp Based on Angles
I'm coloring a sphere according to a color ramp where the angle from the south pole towards the north pole determines the color.

I want a linear interpolation through these colors, but it seems like the colors are getting squished at angles which are multiples of 60 degrees. How can I fix this?
To make this, I first captured the vector positioning attribute in geometry nodes and then passed it to the shader editor.

In the shader editor, I simply get the angle above the south pole using atan2 and I divide this angle by pi to get it in the range 0 thru 1. This 0 thru 1 number is then passed into a color ramp.

Maybe the colors aren't getting squished and I'm just misinterpreting because of my human eyes, but it really does look like the squishing is happening. I feel like an answer may reside in this post: incorrect gradient in linear color ramp , but I can't make sense out of the formulas listed.

Nice answer from @lemon... BTW, you could get a 0-1 sweep around an axis with Gradient > Radial

Thanks.! Also added a mapping  beforehand with some Euler rotations to preserve my preferred orientation. Much simpler.

This is due to filmic color management.

With "filmic" on the left, and with "raw" on the right:

As indicated here, the formula from raw color to filmic is the following:
$y = 0.371 × (sqrt(t) + 0.28257 × ln(t) + 1.69542)$
and corresponds to this curve number 1:

I don't think it's possible to "invert" the equation easily. But you can mimic the inverted curve using "RGB curves".
With "filmic":

Thanks lemon!  It's funny I was trying to discover that inverted equation last night by plotting points and matching a sin curve the closest I got was (sin(x*pi/2 - pi/2) + 1)^1.3105


text:
Erratic interpolation in Blender animation

I took my character and put in a keyframe at T=0 and T=30 in the positions shown in the picture for the root bone that's highlighted along with its motion path.  If I only move X and Z, the interpolation is predictable and my character just moves from point to point in a straight path.  But if I add a rotation to the local Y axis (up/down) or the global Z axis and index it at T30, then blender puts in a crazy flip in the interpolation.
It's so bad that even if I added an intermediate keyframe at T=15 that forces the character to remain vertical, it still tries to tilt the character a bit between the keyframe points.  I would have to almost add a manual keyframe for every frame to keep the character vertical.
Am I doing something wrong or is this just a bug?
File:

hello could you please share your file (at least the armature)?

Here's the armature https://drive.google.com/file/d/1AJ0Lxbdxx5XTYqaX-xIwfX_dv5QuPOuu/view?usp=sharing
Note the file had some rotation in the armature in object mode when I saved it.  I already cleared that for the test images I posted in the OP.  The tests as I described them only used index saved in pose mode with the moves and rotations described in the OP.

I can't reproduce what you show, could you share a file where you have keyframed the armature? Also maybe give a root bone to your armature and parent all the controler bones + the bone called Hips?

Please download the file again.  I replicated the issue with the armature.
https://drive.google.com/file/d/1AJ0Lxbdxx5XTYqaX-xIwfX_dv5QuPOuu/view?usp=sharing

Assuming we have to open the action ArmatureAction from your file, looking at the graph gives quite a visual representation of what is happening in your animation:

If you are less of a visual person and prefer looking at values, you can also just look at the bone's rotation while jumping back and forth between the two frames:

This isn't an interpolation issue, this is a keyframe issue: you keyed that bone to rotate by 180 degrees on both X and Z. (No need to tell local or global, bones always use local coordinates in Pose mode).
I'm not sure how you got there, but I don't have any issue by using either the rotation gizmo or using the rotate operator.

I added the rotation in 2 methods with inconsistent results.  Method one was to move the root (hip) bone constrained to X to the left.  Then tap R, double tap Y, and rotate 180 degrees.  Or I move X, then R - Z, then rotate 180.  I have no idea how that would cause it to key a rotation of 180 for both X and Z axis!
Should I use an alternate method to keyframe this to avoid adding an X axis rotation?

How did you get the view that shows the angles in the animation you're showing?

OK, I'm just typing the angles in one or two axis at a time and making sure they don't deviate too much between keyframes.  That eliminates the erratic behavior, but it's not an easy workflow.  I don't understand why I can't just rotate a single local axis like Y using R-Y-Y key sequence and rotate it to what I want.

Not sure why it does this on your end, it doesn't on mine. do you use the latest stable version? For the sliders in the graph editor, you can enable them via the menu View > Show Sliders

If you choose the side view and switch your armature to Edit mode you'll see that your Hips bone is a little bit tilted, i.e. not aligned with the global Z. If you rotate the bone on the global Z axis, it may be visually ok but as it will need to rotate the bone on several on its axis, the calculation will fail. So maybe the solution is simply to align the bone with the global Z axis? To do that select it and SY0.

The example I uploaded was rotated on the global Z axis.
Shouldn't it be rotating it based on the last posture in the keyframe?  There are poses where it will not be vertical no matter what even if it was vertical in edit mode.  Surely this can't be a design requirement?
Also, I sometimes randomly had partial success using local Y axis rotation or global Z axis rotation, but it's not consistent.  By success, it still wobbled a little.

I'm not sure what you mean, it can't work correctly if it needs to calculate the rotation on more that one of its local axis, which is the case here, you need to choose one solution, it can be the one I suggest (align the bone on the global Z axis if you plan to rotate this bone on the global Z axis)

I changed it in edit mode to vertical and it fixes it in a specific narrow case of rotating global Z, but it breaks as soon as I make any orientation changes.  If I need to rotate on local Y, it breaks again.  So this is still very unpredictable behavior.
The only thing that seems to work more consistently is to apply the rotation in object mode on the whole armature instead of pose mode on the bones.  Seems like a very weird limitation.


text:
Rounded mesh from an SVG
I would like to achieve a result like this reference image.
I have the svg to work with, but I am not able to make it smoothly rounded like the reference. Bevel does not work properly, if I remesh it does not work either.
Manually drawing curves is not precise, how would you go about?

could you show the svg you're starting from?

Hello, please share your svg (use workupload for example)

You could easily do it from scratch, starting with curves

Please don't upload your file to a site that asks for permission to process your personal data! Use the official site at https://blend-exchange.com/ if the file is under 30Meg in size or somewhere like https://wetransfer.com/.

there you go https://we.tl/t-VBHxChBgEe

This is a full 3D shape, I'm not sure having an SVG is productive.

Hi :). The ScG is a stylized graphic translation. You'd have a much easier time modeling it from scratch, using the illustration as a guide :).

Your svg won't help a lot, you should redo the shape from scratch, begin with a circle curve, cut a segment, fill, etc, in order to get this shape:

Then in the Data panel > Shape > increase the Resolution, and under Geometry > Bevel increase the Depth:

If necessary at the end you can right click and convert to mesh.
File:

Very helpful, could you share blend file?

Sure, here it is: https://blend-exchange.com/b/eOn5gD4O


text:
What settings should I use to replicate this "lava" effect using flip fluids?
https://www.youtube.com/shorts/p3OhspLdgdU
I want to replicate the emission strength fading according to speed like in the video. Additionally, I am trying to figure out how to go about having the fluid fold and layer on top of itself like in the video. Tried messing around with viscosity, vorticity, speed, sheeting, and surface tension but to no avail.
Another important detail is how the surface textures "flow" with the lava and aren't static in 3D space. It molds with the fluid as it droops down the surface and onto itself as well.
Thank you for any advice!


text:
adding facets to extruded text
I am trying to convert extruded text letters to a low poly version (see image). I can extrude the text but even though I've been playing around with the decimate modifier, I haven't been able to get the desired results. I am still new to blender so any advice on how to achieve this look would be greatly appreciated! Thank you!

@MartyFouts: You can fix the image link by removing the ! in front of the link, just FYI.

@SylvesterKruin I approved your edit but something went wrong and another reviewer has to approve it.

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

@DuarteFarrajotaRamos: Using the built-in image tool does save your image to an external site: i.stack.imgur.com. But it still enables users to view the image directly on the post (visually equivalent of embedding it), if the correct image-link syntax is used. In this case, it wasn't correct, because it provided a link to imgur.com, not i.stack.imgur.com.

Once you've converted your letters to meshes, you can first display the wireframe in the Viewport Overlays panel:

Then select your letter and in Edit mode, select alla and press X > Limited Dissolve to simplify the topology (set the Angle value in the Operator box):

Then press CtrlT to triangulate the topology:

You can also give your object a Decimate modifier/Collapse mode and play with the Ratio value:

You can add some edges with the knife if necessary.
In Edit mode, go into the Select panel > Select Random, choose the Ratio value in the Operator box in order to select more or less vertices, and move the selected vertices on the Z axis:

Here is the kind of result you get:


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I can't render fog

I was doing a skillshare course on blender. Its been a month since i started. Soo i dont know a lot of things. Please help me with my render!

Welcome to BSE
Please provide more information or a .blend file. Stack Exchange is not a website where you can simply ask for help without providing sufficient details.

Better yet, ( you appear to be attempting a volumetric material filling a cube )  simplify your file, say, with the cube on a simple floor-plane, and share your file on https://blend-exchange.com/.. that would make it quicker to find one of several slip-ups you might have made.


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Make Thin Mould
I am very new to blender so go easy on me. I have a model I want to cast in cement for this is obviously need a mould. The plan is to make this in blender and then 3D print it. I know about Boolean operations and adding a cube around my model and subtracting the model. The problem here is however that such a mould becomes very big wastes a lot of plastic and takes a long time to print. What I want instead is a mould that is let's say 5 mm thick everywhere. Is there a good way to make this (note that simply scaling will not work if the model is not convex)?
I have had some success with sculpting and using different tools there to make a larger (almost) copy of my model and then subtracting the original model from this (see picture). But this results in a model of uneven thickness and is quite time consuming and imprecise. Is there a better way?
Thanks in advance!

How about the solidify modifier?

Not sure but "Shrink/Fatten" seems to do the trick.

Lol this is embarrassing. I found the perfect tool. There is a tool in Layout mode (is it called a mode?) called "Shrink/Fatten" which does exactly what I want. It will take all surfaces of your model and in a sense extrude them in a reasonable direction. I do not know how well it will work on more complex models though. I guess time will tell.
Thanks anyway!


text:
Python, blender and weird rotate behaviour after restoring matrix
I am trying to save user matrix and set it back later when needed
But after restoring the matrix the rotate function is behaving weird
As if it is 4D instead of 3D. And t seemt the wrong view.
What i did was open a default file and zoomed in. took these matrix values and placed them in VM. After restoring the view looks different.
I tried to search for similar posts but could not find any answer
Code i use is,
EDIT THE CODE ADDED
this is the code
import bpy
from mathutils import matrix

vm = ((0.9077774286270142, -0.4194521903991699, -6.8628960292471675e-09, 1.434309720993042),
        (0.3097465932369232, 0.6703528165817261, 0.6743027567863464, 0.9151758551597595),
        (-0.28283774852752686, -0.6121168732643127, 0.738455057144165, -0.902187168598175),
        (0.0, 0.0, 0.0, 1.0))

for area in bpy.context.screen.areas:
    if area.type == 'VIEW_3D':
        v3d = area.spaces[0].region_3d
        if v3d :
            v3d.view_matrix = vm
            v3d.view_perspective = 'ORTHO'

Before running script

After running script.

What am I missing here?

Try using import mathutils and mathutils.Matrix() to declare your matrix.

i already have mathutils imported but how do i use the mathutils.Matrix()
it gives the error mathutils not defined

That depends on how you've imported mathutils. If you're using the Python console, instead of running a script/add-on, then it does from mathutils import * for you. Therefore you don't prefix with mathutils and write Matrix() directly.

I uploaded the code i use (complete)

In order to use the Matrix class you can either use import mathutils and mathutils.Matrix() to initialize an instance or from mathutils import Matrix and then Matrix().
import bpy
import mathutils

view_matrix = mathutils.Matrix(([0.9077774286270142, -0.4194521903991699, -6.8628960292471675e-09, 1.434309720993042],
                                [0.3097465932369232, 0.6703528165817261, 0.6743027567863464, 0.9151758551597595],
                                [-0.28283774852752686, -0.6121168732643127, 0.738455057144165, -0.902187168598175],
                                [0.0, 0.0, 0.0, 1.0]))

for area in bpy.context.screen.areas:
    if area.type == 'VIEW_3D':
        for space in area.spaces:
            if space.type == 'VIEW_3D':
                v3d = space.region_3d
                v3d.view_matrix = view_matrix
                v3d.view_perspective = 'ORTHO'
                break

This is what i needed. Made a small adjustment to set the coords based on current view (so its not hardcoded) and works like a charm
I realized that i still needed to learn a lot Thanks @Robert for your lesson and time
Appriciate it


text:
Assigning a new material to a face makes it transparent
I'm experiencing the same problem as some other people have noticed in Blender 2.82 (win64) - when trying to assign material to a face, the surface suddenly becomes transparent.
Here, in the left mesh, I have the grey material as the default. When I assign either of the material.salmon or material.tuna (both made from default materials with only the base color changed), the faces become transparent.
In the block on the right, the primary material is material.tuna and the missing faces have been assigned material.salmon. I've created a small block to the side using only material.salmon to show that it's not the material itself.

In Vygintas' question Assigning faces to new materials, Martynas Žiemys recommends checking

blend mode (in my screenshot above, my blend mode is opaque)
eevee vs cycles (my renderer is set to eevee)
face orientation (all my faces are blue, facing outward)

In Mins' question How do we assign a second material to selected faces in 2.8? DarkSoul asks if alpha has been enabled. In my case it has not.
I have tried a brand new project, with a default cube, and as soon as I assign a new material to a face it becomes transparent as well.

Any suggestions would be appreciated.

Went back to previous versions - 2.81 has the same issue but it works in 2.80! screenshot

Probably your blender is having a problem, because is working correctly in mine Try to install it again as new

Does your system fulfill the minimum requirements for running Blender 2.8x?

Sounds like you should report it as a bug. Then maybe either downgrade for now or even see if the latest experimental build has things fixed.

Thanks for posting your screenshot @Emir - that's exactly what it should look like. I took your advice and uninstalled and reinstalled Blender (v2.87.7) and also updated my graphics card drivers just in case, but nothing changed when I colored a default cube. Flipping the order of the materials around seemed to fix it until I looked at the back [front vs back](https://www.screencast.com/t/vxLfVWUf5veX}

Thanks for checking @RobertGützkow - yes my system is above the minimum and exceeds the recommended level by a bit: 64-bit 8 core CPU, 20GB RAM and dual Nvidia GeForce cards with 4GB each.

@John I'm going to finish the sushi tutorial series by Polygon Runway using Blender 2.80 for now. Thanks for the suggestion about reporting it - I've submitted it to developer.blender.org.

@RobertGützkow you were correct. Although it seemed like my system met the minimum requirements, there is a specific issue in using certain older GPUs, specifically the age of the drivers. The Blender code even contains workarounds for GPU_legacy_nvidia_driver and GPU_crappy_amd_driver but in my case didn't work and thus ended up with the missing faces.

I hope this helps others who run across this. This is a known issue when using multiple materials with a number of older GeForce and Quadro graphics cards.

Blender Known Issue: Drawing error with multi-material object. Faces disappear or showing artifacts with 2 or more material slots applied to same object. When trying to use a second material or more on an object, the faces where it is applied become transparent or in some cases they are distorted as black rectangles that stretch to the origin (this second occurs above all with more complex models than a cube). It happens in Blender 2.81 as well as in Blender 2.82, but in Blender 2.80 there is no such error.

While the bug report lists multiple cards such as the ones below, the list is not exhaustive (my card for instance, GeForce 9800 GTX+, is not listed), the core issue is that the GPU has to be able to run NVIDIA drivers greater than v400. The highest driver that I can install is the GeForce v342.01 driver.

GeForce 210
GeForce 410M
GeForce GT 220
GeForce GTX 275
Quadro FX 3700
Quadro FX 3800
Quadro FX 4800

I can also confirm that as listed in the bug report, Blender 2.80 does work for me.

Your list seems to be inaccurate, the Nvidia GTX 980 and Nvidia GTX 1080 are certainly not affected by this. The ones listed in the ticket do not meet the minimum requirements, which was also mentioned by Jeroen Bakker. Anything that is older than the GeForce 400 series or Quadro cards before the Tesla architecture aren't supported.

Thanks @RobertGützkow - I corrected the list.