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How can I add a nose to this head without messing its shape?
I am modelling a robot head that looks like this:

The shape was obtained by using very few faces starting with a square.
Now I would like to add a nose to the robot that would look more or less like this:

But instead of this screenshot which was obtained by adding a second triangle shape onto the head, I would like to model it from the head's mesh.
Here's the head in edit mode:

If I add vertical or horizontal loop cuts, the base shape of the head becomes larger where the loop cuts are added. I would like to extrude a face outwards where the middle of the face is, but there is no face there, and I only know how to add one by adding loop cuts.
It is important for me not to lose the almost spherical curvature of the chin and sides and top of the head... And obviously I would like not to apply the Sub Surf modifier because I am trying to keep the model light and easy to edit...

You're already using a subsurf modifier to get that shape.

@AnthonyForwood I know. I'm not sure what you're saying... I am trying to create a face in the middle of the head that I could extrude out and crease to make its edges sharper... without adding loop cuts all around.

You said you didn't want to use one, but you already are.

the thing is, you can't edit an interpolation directly... perhaps you could model the nose independently and at last join meshes or something like that...

Combining the different answers, I came up with this solution:
1-Too low poly
Josh suggested that the mesh was "too low poly". He's right. But instead of retopologizing, I decided to add a Subsurface Modifier with a value of 1, and to apply it. It keeps the model simple and light, and doesn't deform the general shape.

2-Knife, Inset or... Bevel?
Rich suggested to use the Knife Project tool. It's a good idea, but also a bit imprecise (unless used in conjunction with a Mirror modifier). Anthony suggested the use of Inset to create faces in the middle, which was also a good suggestion, but created too much geometry gathered in the middle (instead of just one additional face) and new faces that are square.
These directions were good, but instead I decided to Bevel the first lower vertical edge by selecting the edge and using CTRL + B, thus creating two triangles and a square face. Then I Extrude the triangle-shaped face, Scale and adjust, then add a Subsurface Modifier:

Your mesh is so "Low Poly" that every nev vertex will interact with the subsurf algorithm, modifying the overall shape; but you need some extra vertices for the nose; so the solution is: RETOPOlogizing.
Create a new object (I.E. a plane), set all the little buttons circled in red and start moving and extruding vertices: every time you move a vertex it will snap onto the surface underneath. So you will be able to put how many vertices you want, exactly where you want, without modifying your shape. Useful also for good deformation topology, if intended to be animated.

Your solution is interesting, but the way you are retopologizing the mesh seems almost identical as the result that you would have by adding a Subsurf of value 1, and applying it.

This is only an example of the retopo worflow: the great advantage of retopo is exactly the fact that you can put vertices exactly where you want, with any kind of edge rings flow. It's good also the fact that you can split your attention in half: at first you do the model, without any topology worries; then you can set all your attention to the topology, without caring of the shapes, which are already established. Nothing that a subsurf modifier can do.

Select the four front faces of your head and use the Inset tool to create four inner faces, like this:

Thanks! For a second, looking at your screenshot, I thought there was a web-based version of Blender.

I've found Subsurf modifier to be a bit of a dark art at times - especially with seams and transitions between different sections of the model. This method seems to work for me.
Starting with your existing mesh, go into Edit mode and use the knife tool to add cuts to start to create the nose. This will affect the underlying surface but don't worry.

Next, move the newly added vertices back so as to restore the original curve - in this case you should be able to simply move them straight back along the axis. Adjust them until you've got your original shape back.

Select the new faces and extrude ('E') - don't move the extruded faces, just accept them where they are. Extrude again and this time move the new extruded faces forward. Your old mesh should remain unchanged (as it's protected by the extra band of faces) while you can extrude the nose.

Tweak the edges and vertices until you get the shape you require.


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Ordering hair particles
I am trying to practice with blender by creating a plant with bulb or bean shaped leaves as in this illustration (author unknown):

I created a leaf and used a Hair particle system to duplicate it around a trunk, but  am having a hard time ordering the leaves nicely.
It doesn't have to be exactly as in the illustration, but at least somewhat regular. This is what I have gotten so far:

It's not great because the meshes of the leaves intersect and have irregular gaps between them. I tweaked around for a long time but none of my settings are set to "random".
How are the leaves emitted in this scene and how can I order them?

Your particle setting is almost good. For 1 particle per face to work properly though you need to have as much or more particles as faces. Your emitter is pretty dense. I would suggest to lower the face number. Maybe try to make stem from 16 verts circle. I would also suggest to change Initial Orientation setting to Normal instead of Normal-Tangent to avoid different rotation on different rows of faces. Then play with size and rotation of particles until you get satisfactory result.Here is your file with the changes I mentioned.I think it's a good start for further experimentation:

source: Stack Exchange

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

sort: votes


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Type with curvy front face / round front bevel
I am trying to make a text that is slightly rounded on the front face (but still has angles), such as this:

All the other faces would be non-rounded.
It is not beveled, as it's more like the front fade is curved/bumpy.
This is what the letters I get look like (side cut):

and this is what I would like them to look like (side cut):

I've tried many techniques, such as bevel, sub surf, remeshing, and even exporting outline curves and one inline curve for each character from Illustrator and joining them, but I can't seem to find an easy way to do this.

By tweaking both the Bevel Depth and Modification Offset you should be able to achieve quite good results:

Start by increasing the depth: the font will increse its outline while creating the curved. Then use a negative offset value to compensate this growth and to make the flat face as small as possible. the You should also ensure that the beveling resolution is high enough in order to achieve the wanted smooth surface.
Then you could convert the text object to a mesh. This way you'll have more control upon the shading of the sharp edges. I marked them manually in the following example:

It seems not working for the given case. Try "esper".

Here's a try with the given example @LeonCheung: https://i.sstatic.net/UrEs6.png. Surely this kind of approach creates some modeling issues (e.g. intersecting faces, it depends on the font) that should be fixed, but I think it provides a "starting point" good enough for being considered.

Of course this is a quick and dirty way. :) I don't think we got other better idea than just retopo it.

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


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How to copy and paste a single modifier?
I have multiple objects with different sets of modifiers, but I want all of them to have the exact same Array Modifier.
Unfortunately the only way I've found to copy and paste modifiers is to select everything and do Ctrl + L to copy the entire stack of modifiers, not an individual modifier.
Is there any way to copy and paste a single modifier without having to manually re-add it to every object?

Possible duplicate - http://blender.stackexchange.com/a/1079/1245 ? The only difference is that you should select the object with desired modifier last

@MrZak Does that add-on add modifiers from the active object to the selected objects, or does it entirely replace them (similar to Ctrl + L)?

It copies modifiers from the active object to another selected one (where comes its name from - Copy attirbutes menu). You should be able to find it as in 2.75 it's added, but not enabled

I'll give it a try and see if works.

Related: https://agenzasbrothers.com/en/blender-tip-30-changing-modifier-settings-on-multiple-objects-at-once/

At least for VSE Strip Modifiers this is now possible since 2.77.


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How to move objects to new Render Layer?
This question has been asked several times before, but one thing is not clear.
There are Render layers. Each Render layer itself seems to have Scene and Layer slots. It's not clear what each is. Pressing M and choosing the slot seems to move the object to a new Scene slot of the current Render layer of the object. Is that right?
It doesn't seem to move the object to another Render layer. How is the latter done?

Related: http://blender.stackexchange.com/q/32885/599

M doesn't appear to do what the gif in that topic suggests (move object ot another "Render layer").

The way this works is indeed quite confusing.
TL;DR: M moves objects between layers, which are independent of the many layer visibility settings.

Long answer:
There are 20 layers and several independent places where they can be visible or hidden:
Scene layer visibility

These are the layers which are visible in all 3D views with Lock Camera and Layers enabled in 3D view > Header:

Changing the visible layers in any 3D view will change the scene layer visibility and thereby change the layer visibility of any other 3D views with Lock Camera and Layers enabled.

Note that despite being in the renderlayers panel, this setting is global per scene and not unique between renderlayers.
Viewport layer visibility

These are the layers visible in that particular 3D view. If Lock Camera and Layers is disabled, this can be set independently of the scene layer visibility.

Render layers

Unlike layers, of which there are always 20, you can have an arbitrary number of renderlayers.
A Renderlayer contains a layer visibility selection which specifies which layers are visible in that particular renderlayer:

Note that only objects in the active 3D view's visible layers will be rendered. In case of multiple 3D views, the active 3D view is the one under the mouse cursor.
This means that the behavior of the final render can depend on mouse position.
This also means that if all your 3D views have Lock Camera and Layers disabled, the Scene layer visibility doesn't do anything.
This wasn't always the case. In 2.69 scene layer visibility was used instead of viewport layer visibility, which IMO makes a lot more sense..

Wow, confusing indeed, I might have to reread it few times before I understand everything.


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Strange stretching of mesh when using automatic weights
I am using this tutorial.
I've been attempting to work out what exactly is making the mesh snatch onto the original T model instead of moving with it. I'm completely stumped on this one.

Can you upload the file?

The automatic weights didnt paint the entire mesh the way you want it.
You can manually weight paint the mesh
here is a youtube tutorial:
https://www.youtube.com/watch?v=S0VS0IVylzg
Or just try changing the "bone envelope" and parent the bones to the mesh with automatic bone envelopes
here is a tutorial:https://www.youtube.com/watch?v=wBLv6oa60_k
But either way you will probably want to tweak it to make it perfect by manually weight painting a little


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'Snap during transform' not doing anything
I've encountered a strange problem with the snap during transform setting, where it seems to be being ignored.
I've tried toggling it on/off, using the different snap modes (to vertex, edge, face, etc), snap targets, but the behavior that I previously had (being able to drag a vertex towards another and have it snap) seems to have been lost somehow.
I'm assuming I accidentally hit a key combo that changed something but I'm fairly new to blender so I'm not sure what that would be.
Hitting Ctrl seems to move the vertex some units in a direction, but doesn't actually snap it to the nearby vertex.
Here's a quick image of what I'm experiencing:

I should mention that snapping to grid seems to work fine - all other snapping methods do not.

I have never understood the snap system in blender, I use "double g" when i need to slide parts of my mesh.

Do you have Snap to itself option activated which is just to the right of snap buttons ? It's not seen on your gif.

@MrZak thx for your comment. Post expanded.

Looks like you have non-manifold geometry which bumps you...

The reason why it does not seem to work is that the mouse cursor is not hovering exactly over the vertex which is to snap.

Enable Snap during transform by clicking on the red Magnet symbol or by pressing Shift + Tab.
Choose Vertex as Snap Element
Enable Snap onto itself

*If Snap during transform is disabled you can hold down Ctrl during Translation (G).*

Hover the Mouse cursor over the desired Vertex
Make sure you hover exactly over the Vertex otherwise it won't snap

A little circle will appear on the Vertex

Another possibility to achieve the desired result is to Merge the Vertices

Select the two Vertice by holding down Shift and click RMB
Press W and choose Merge
Choose 'Merge at Last' or 'Merge at First' depending on the selection order

Sadly this didn't seem to be the issue - Reinstalling blender and copying my project into a new fle (within the original file the issue persisted) seemed to get snapping working again, and I haven't run into it since.

@LucasPenney maybe you want to upload the ~.blend file?

And check Proportional Editing mode is Disabled. Snapping doesnt work with it :)

I came here with the same problem and found my solution in the comments so I will add it as an answer.
"Do you have Snap to itself option activated which is just to the right of snap buttons ? It's not seen on your gif. – Mr Zak Apr 1 at 15:05"
I did have Snap to itself deactivated. After activating it snap started working again.

One importante thing about the snap transform. It doesn't work if you display a Subdivision Surface Modifier. Maybe here is the only reason why you encountered this issue.

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


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Tiny CAD Addon enabling error
Downloaded the latest copy of Tiny Cad but it throws out an error
when I try to enable it. See the image below. I have no clue what
is happening. Does anyone have a solution to this?
I am using Blender 2.75.
Tiny Cad's version is 1.2.0

same problem as the duplicate. Here you have to rename you folder to mesh_tinyCAD


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UV unwrap "Correct Aspect" stop functioning in Cycle mode
Basically, the issue is that I am trying to map a graphics texture to a wall. I have prepared the graphics in a none 2 by 2 Aspect ratio. When I unwrapped the wall model all was fine as I have another texture which obeys the 2 by 2 aspect ratio. In my case it was a 512 X 512 pixel texture.
After which when I brought in the rectangular texture, the UV map appears stretched. I believed the editor saw that the image was longish it decidedly stretch the UV. However now the uv is showing my texture squished as the UV has been stretch in the Y axis.
To illustrate the problem this are the images.

Now, how do I make the uv not displayed as stretched when I change the texture?

I don't know if there is a mean to do that (apart scaling down), but UVs are relative values (percentages, between 0 and 1, even if you can place it "where you want"). For instance, this allows to scale or stretch the mesh to adapt to different images proportions. Maybe this is a convention or just a coherent way to make it work, but AFAIK there is no other way.

add a material with an image texture node

in cycles, the uv unwrap "correct aspect" feature has a hidden requirement

your mesh must have a material assigned
the material must have an "image texture" shader node
select your image texture, with the funny aspect ratio, in the node
now cycles can find your image's aspect ratio
uv unwrap's "correct aspect" works again

it's a bummer that there isn't a notice in place, for the "correct aspect" feature..
something like warning: "unwrap correct aspect" cannot find image texture node
also, i found that adding a "texture image node" helped when i couldn't get texture painting to work — it was ultimately the same kind of problem

This is old I know, but I struggled with incorrect aspects when unwrapping for quite a while until I found an answer in the blender.org forum.
Ctrl-A in Object Mode to apply the scale before unwrapping was the fix for me using 2.8, unwraps are now correct aspect and not stretched.

I think I found a bug.
Unsatisfied with my online search on many forums regarding the matter. I have done a deep probe to the matter. But all the solutions were confusing and everyone seem to have their opinion to how that UV unwrap should work. It was clear to me the design was very strange if it's intended. It totally made no sense to how it behaved.  What I have done is when ahead and download a much older version that is reputable to work properly with the least amount of issue. Version 2.66a. Afterwhich I appended all the models from 2.78b version which I created into the older clean install. And it worked as expected when I hit "Correct Aspect" during a uv unwrap operation.
And then it suddenly did not work again. I started to wonder why the behavior... and keep importing the different saves into different version of blender and then it works sometimes but other time it doesn't.
Finally, the issue was strange as it dawn on me ... when I turn on "Cycles Render" the UV unwrap operation does not work as expected! But when I switch back to the default "blender render" it worked again!
Clearly, this behavior is not intended as the UV unwrap tool is not working the same way in the 2 different rendering mode. The issue have existed since 2.66a till 2.78b.
We should report this bug.
Latest Update
I have created a bug report here. https://developer.blender.org/T50987 If anyone has the time to do the probe on your system, please confirm so that we know it's a consistent behavior over all machines and operating system so that we can update the bug report as need be. Thanks.
Steps to reproduce this Bug.
(Do these in Default "Blender Render" Mode or "Blender Game" Mode)

First Unwrap a simple box in a standard 2 by 2 default uv editor setup.
Create a new 3 by 2 texture map file.
The uv stretches in the uv editor accordingly with the newly created rectangular uvmap.  (This is not the bug, it behaves as design)
Now reapply Unwrap with "Correct Aspect" turned on, uv is corrected and behave as expected. UV map readjust itself to it now scale to the model's aspect ratio.
Do those same 1-4 steps in "Cycle render" mode.
You will discover that uv unwrap does not react with "correct aspect" turn on or off.
It's as if "correct aspect" stops functioning in "Cycle render" mode.

See my answer about UV range I dont think it is a bug. As Lemon mentioned UVs are stored as percentage of the image size, if the image changes and the dimensions are bigger, then UVs stretch with it.

Did you read my Answer at all. Basically UV unwrap behaves differently when in different render mode. Did you try it on your workstation to comfirm before knocking it off?

Yep, got the same result you did. Correct Aspect doesn't seem to have any effect under Cycles

Strange isn't it. While in "Blender Render" or "Blender Game" it works as expected.

Developer's Archived the report commented - Yes, this is not a bug though the behavior is somewhat confusing. The Correct Aspect option works based on the image texture assigned to the mesh and visible in the 3D viewport, which is done through the material. For Cycles, the image shown in the image editor is decoupled from that.

i added a note to the blender bug, appealing for a notice to be added to the "correct aspect" feature, warning the user when an image texture node is not found https://developer.blender.org/T50987


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Arrange selected vertices in a Circle
How do I arrange selected vertices into a circular formation quickly?
The other answers does not have the same title as my question. My question is direct and simple for younger beginner to search for results.

If they are planar:
Mesh > Transform > To Sphere (with weight 1). Shift Alt S (+1 Enter)

Found out that the Add-on Loop tools > Circle option works the same way. Thanks for the alternative method. But this method does have more control on how much "roundness" you need.

Thanks for the suggestion @hawkenfox, didn't know about loop tools before now. Loop tools gives me waaayyy better results on asymmetrical vertices.

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

authors: Станимир Азманов


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Geometry Nodes - How can I transfere UVs from on mesh to another?
I currently have a project where I need to transfere uvs from one object to another. Both have the exact same topology and everthing, the only diffrence is the uv map. This need to be done in geomtry nodes.
Lets take this as an example, so I whant this:

To be like this;

I set upp this geomtry node setup and it is almost working.

But all the boundary loops are all wrong and seems to be still connected.

How can I solve this?
Here is a link to the .blend file:
https://drive.google.com/file/d/12aZ57PzoyCP4AJ6cS8NG2IdKatzOTJOh/view?usp=sharing

I think you should not rely on the nodes like Sample Nearest XXX for Face Corner because sometimes, you are jumping from on UV island to the other. If everything is the same between both objects, including the face numbering and the face corner numbering, could you not just transfer UVMap value by index ?

Thanks StefLAncien! Using just index works! :)

(Using Blender 3.6.8)
Assuming Face(s) index is the same, as well as Face Corner(s) index, a Sample Index node is enough:


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Rigging an easy armature with bone constrains

i want to rig and set bone constrains, so that I only have to rotate the first bone around y, and the second bone moves with it but only on the x-axis (red) forwards and backwards. How to set those movement restrictions?

You could do the opposite, IK the forearm and move it, but maybe you only want to move upper arm for some reason? https://www.zupimages.net/up/23/49/ontx.gif

okay and how did you make this?

Unless you have a good reason to move the lower arm instead of the upper arm, you could do the way around, i.e. move the lower arm to bend the whole arm: Create 3 bones, unparent bone 3, In Pose mode give an IK constraint to bone 2 with bone 3 as Target:

Result if you move bone 3 on X (you can even give a Location constraint to bone 3 so that it stays on this axis):

Okay thank you, but what if a want to rotate the first bone? How can i link the second joint to the x-axis and allow it to only move on the x-axis when i rotate the first bone around y??


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rigging movement of cad machine with bone constrains
I would like to animate the movements of this machine here with Blender.
Animation video link:
https://youtube.com/shorts/NI7p6CnXp1E?si=lVzzqbpwJB9x2Qjj
How do I go about it? Where do I start? Should I use inverse kinematics here? How do I set my bones and how do I define the possible rotation for each joint?
I really need help.enter link description here

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.

Chassis, Ctrl and ArmIK_Target bones are child of Root bone (Keep offset).
Arm01 is child of Chassis bone (keep offset).
Arm02 is child of Arm01 (connected).
Chassis bone has a Damped track bone constraint, targeting at Ctrl bone.
Arm02 has an IK Constraint, targeting at ArmIK_target, chain lenght = 2.
Ctrl bone is locked for moving on Z axis only.
Raising Ctrl bone will make the rig act as in ref video.
You will have to set a driver from chassis rotation to implement the further rotation of the top part of the machine.


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Can't export texture
I have a model of the cup with pretty easy textures, but there is one specific thing: I added a png on it's UV (and adding a png was a nightmare, I did not expect that simply applying png to existing material could cause so many problems.). So I tried to export it as fbx for unity project, but my png isn't exporting with other textures and I can't understand why. Could it be because of bad UV for png? And if it is, what should I do to make correct UV? When I making good UV it's absolutely disgusting in 3d view...

there was a similar problem several days ago, is your image called something.png? or what is its name?

See how to put a use a png over a material https://blender.stackexchange.com/questions/46424/add-a-transparent-image-on-top-of-a-material and https://blender.stackexchange.com/questions/32997/how-to-place-a-png-texture-with-transparency-over-a-material Also see https://blender.stackexchange.com/questions/57531/fbx-export-why-there-are-no-materials-or-textures for why it is not exporting


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Glossy object is almost invisible when rendered
I am designing a logo for a friend, but when I render the object doesn't show up.
At first I assumed that it was a problem with the background World color, since the object is glossy, I thought that all the faces were reflecting the same color evenly - but there aren't even any shadows...

So I tried adding a HDRi image, but the whole scene became beige instead of white.
I tried adding color objects to see if they were reflected by the glossy object, and they were, but everything seems to be absorbed by the World color.

Ideally, right now, I just want to see the object turn, I don't care about the background for the moment.

This question it too vague.

I understand, but shouldn't there be areas with more and less lights? Like shadows for example? What about the light directed straight at the object, why isn't that reflected on it?


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Image applied as a UV texture is deformed
I am trying to apply an image with a horizon line of a city on a plane.

The face I'm trying to apply it to is like a trapezoid shape.

But when I preview the render in rendered view, the horizon line seems skewed (bottom right preview):

If I change the size of the two vertices on the left in UV image viewer, I get a rendered preview that makes me feel like the plane isn't really plane, and that Blender is adding an invisible edge to deal with this:

I've found this question here "How to flatten a face to avoid distortion (make an ngon planar)", but none of the solutions on this question helped solve it.
Blend:

Note: this model is inspired from the works of Patrick Hughes.

Can you "pack the image/imbed it into the file"?
the texture isnt in the .blend file.
I think what you need to do is edit the UV island to be a square instead of a trapezoid


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Is it possible to make a car with this kind of functional axle?
I was trying to make a car and make the axle "work" mechanically.
My idea was to make an axle with a flat end and a wheel that would enclose around it like this:

Only, when I give these objects rigid body properties, this is what happens:

I've played with a lot of the settings and the result is never really functional. So this makes me wonder if I'm trying to use Blender in a way it's not intended to be used...
If making these parts is not possible, I would love to know how to animate the wheels of a vehicle in motion (but maybe that's for another question...)

the proper way to rig a wheel with rigid body physics is to use a hinge constraint to hold the wheel to the axle via an empty.

@AnthonyForwood is there a link somewhere? Maybe another question?

@cegaton : trying to make the wheel move but not the axle (attached to car)

Movement will require a motor constraint on top of the hinge constraints, unless you rely on gravity alone.

This guy has a few tutorials on rigging a car using rigid body physics in the BGE. He uses some python scripting, but other than that, the only drawback is that it's for the BGE only. Rigid body physics are a little different (more complex) outside of the game engine.
https://www.youtube.com/watch?v=J5gNwGp8Zz0

@AnthonyForwood ok thanks! I'd rather use Cycles. I'll look for a similar question and try both... Using gravity could be fun though...

Cycles is the same as Blender Render, as far as physics go.

@AnthonyForwood ok. I meant I'd rather use Cycles than the BGE.

I can walk you through this if you want to go to chat. I'm online all the time.

Select the axle, then the wheel, and press Control+J to join them into one object.  Now the axle and wheel will move together.


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Why is the texture not fitting to mesh

I have tried to unwrap a texture but it's not working! I marked seams and unwraped it but the texture doesn't fit the face. What's wrong with the mesh? Is there a simple and easy way to unwrap the face? Any suggestion? Please help!. Thanks! (PNG file attached)

your first screenshot shows that your UVs don't match the texture you want to have applied, so I'm confused what exactly your problem is

@UnholySheep my problem is i have attached the png file (face of spiderman) i want to wrap on the mesh of the face

Yes, because you need to adjust your UVs - the automatic tools are highly unlikely to achieve the exact result you want (though you could probably achieve better results, but there's plenty of tutorials about that)

You need to ask specific questions on how to solve a specific issue, what you need here is a tutorial, there are plenty of them available for free online, Blender Stack Exchange is not the right place to ask for one.

All you really need to do is edit the UV "points" laying on top of your image in the image editor while you're in edit mode in 3D view. The points are not matching up and you should probably try to do a "Smart UV unwrap" when you press U while hovering over the 3D view. That should give you an approximate UV to your image. i'm not very good at UV maps either but it's as @UnholySheep said, you just need to match your UV's to your image texture. If the smart unwrap doesn't work, just edit each UV vertex manually to match the texture, maybe even use proportional editing. Look up "UV unwrapping tutorial" or something similar if this explanation doesn't do it for you.

Take a look at your first screenshot. The vertices are not matching the texture. Thats the problem. Match the vertices to the background image and the texture will fit! ;)


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Detect when a material was assigned in script
I'm working on an Addon and need to run a function every time the user assigns a Material to a Material Slot or creates a new one. I tried using the message bus with the following code:
import bpy

handle = object()

sub_to = bpy.types.MaterialSlot

#(those two don't work either)
#sub_to = bpy.context.object.material_slots
#sub_to = bpy.context.object.material_slots[0]

def notify_test(*args):
    print("changed Material!")

bpy.msgbus.subscribe_rna(
    key=sub_to,
    owner=handle, args=(),
    notify=notify_test,
)

bpy.msgbus.publish_rna  (key=sub_to )

But this never fires. Does anyone have a solution for this problem? Sadly the documentation on Message Bus is quite thin.

yes that's what made me sad as well.. they don't have enough examples in their documentation.

Run when a material is assigned on an object (But not run when slot is removed)
import bpy

def msgbus_callback():
    print(bpy.context.object)

owner = 'owner'

bpy.msgbus.subscribe_rna(
    key=(bpy.types.Object, 'active_material'),
    owner=owner,
    args=(),
    notify=msgbus_callback
)

Amazing thanks a lot :)


text:
what are the requirements for mesh transformation using armatures
I have a simple mesh, fully triangulated, closed surface, parented to an armature with "Bind to: Vertex Groups" selected. There are two bones, and a vertex group named like the child bone, which contains a couple of vertexes.
The weight paint looks fine (surfaces around grouped vertexes are red, rest is blue). Seems fine to me.
However, the mesh doesn't move if the child bone is rotated in Pose Mode.
Am I missing any of the requirements? Given how often questions like this pop up, I think a comprehensive list of conditions that need to be fulfilled for skinning would be very useful. I'm not even sure if triangulation and a closed surface are required in recent versions.
I uploaded my file here: https://drive.google.com/file/d/0B3uTFOmcBwRQajBzdkY4QUpUejA/view?usp=sharing
Edit: Recreating the armature fixed it. Is there anything special about the first bone that is created? I'm still not understanding what is going on.

Requirements for a pose mode transformation of a bone to affect a mesh object:

Mesh must have an Armature Modifier with the armature set.
Mesh must have a weight group with the same name as the bone.

Since we usually also want the object to move, if we move the armature object as a whole, it is advisable to parent the mesh object to the armature object.
It is possible to setup a bone, which doesn't deform the mesh regardless of weight groups. This is done with the Deform option. It is enabled by default, you must have disabled it by accident.

That was not it. I think it has to do with having deleted the "original/first" bone. But I can't come up with a sensible reason why that should matter.


text:
How do I mirror an object using the mirror modifier?
How can I mirror a cylinder using the Mirror Modifier in order to get two cylinders?
I want to edit one of the cylinders and get the same result on the mirrored one.

You have to position your 3D Cursor away from the cylinder, then press Shift+Ctrl+Alt+C and choose the 3rd option- Origin to 3D Cursor. Next add a Mirror Modifier and choose the axis. Remember that the mirrored object appears on the same opposite distance from the origin, that's why you have to put your origin away from the Cylinder center, otherwise you will not be able to see any change, as your mirrored object will appear in the same position as your mesh.

Better than changing the objects Origin would be to use an apart from the origin located Empty as Mirror Object in the Modifier.

Add the Cylinder Object (A) that you want to mirror to your Scene.
Add an Empty if needed and translate it away from (A)'s origin and rotate it as the following step will use its local transform orientation and it's global position which is shown here:

Add a Mirror Modifier to (A)'s Modifier Stack setting the Empty as the Mirror Object.


text:
Fluid simulation no longer works
I'm trying to get some kind of Intro to work in which a chemical fluid turns into text. I was almost finished, but I can't get the thing with the fluid to work! A single drop should drop into an Erlenmeyer flask, which tilts over an results in text.
Basically I followed this Youtube tutorial to get the fluid to work It worked fine for me once but I messed up some settings so I wanted to simulate it again. But after this first test the progress bar was always stuck after the first couple pixels. I tried everything from manually deleting the bake files to testing out an development build. The only difference I have in comparison to the tutorial is, that I'm using a single fluid object and a moving obstacle. Probably I'm missing something for me not so obvious...
Here is my project: http://www.mediafire.com/download/qp1g53tolngcgdx/RoiEXLab-intro.blend
BTW I'm using Blender 2.76b

Please add more info to your question. picture of the settings, what you have tried, etc. Just posting your blend file and saying "please fix it" is not the best way to get an answer.

Ok I added some information... I posted this yesterday right after I stopped working on the project. I was probably too desperate... ;) I you need more information please tell me...

Ok, it didn't stop, it only didn't set my system under load, so it takes a very long time!


text:
how can i fill these boundaries by quad topology?
I am currently modelling a Audi R8(2016). I am doing the part behind the door. However i have a problem in filling up these faces
I have tried using the grid fill tool but it doesn't work out well. It creates a weird seam in the middle part.

I want a topology somewhat like this.

Any help would be appreciated.Thank You In Advance.

If you mean "with a quad-based topology good for SubSurf" I think that there is no tool able to do that with few step. The shape is convex and has several variations of vertex density along the boundary. Can you show what kind of "edge flow" you would like to obtain? You can composite several picture in a bigger one to avoid reputation's limitation.

Ya i will post it tomorow. Thanks for the suggestio Carlo

maybe you could share a .blend with only that segment of the car so we can attempt to provide more automated solutions.  http://blend-exchange.giantcowfilms.com/

Ok i will post it as soon as possible

I saw this pop up and even though it is an old question thought it worthwhile putting forward an answer. The original image is not great but here is a mesh that will work and is adaptable.

With matcap in object mode and a subdivison surface x 2

A simple bend deformer applied shows the deformation without any artifacts/creasing/lighting issues.

Extruded with bend modifier

This looks good. How was it created?

You could first add a Face with F (a Ngon) and then split it with J or with K (for Knife Tool) until you get a pattern whats similar to what you have drawn in your post.

Wtf! did you even read the question? I recommend removing your answer.

@KaarelParve first off my first part of my answer isn't about grid fill at all and is definitely a valid answer (I do it that way all the time and it seems to be efficient enough) and the second part is about the fact that grid fill is versatile and can adapt, but won't necessarily do it automatic.

The following will make all of the vertices one big face.

Select all of the vertices of what you want to fill
Press F to fill the vertices


text:
How to apply Custom Transform Orientation as a Local Transform
I've created a custom Transform Orientation (named Side). I also have an object A in which the Local Transform Orientation is set to Global Transform Orientation. I want object A's Local Transform Orientation to be equal to Sides Orientation. How do I do that?
I would prefer a manual solution, but one using Python would work too.
I did some digging and found that You can set Transform Orientation in bpy.context.screen.areas[?].spaces[0].transform_orientation but it is just an enum with the name of a active transform. Where is the quaternion stored?

What do you mean with 'local transform orientation' that is set to 'Global Transform orientation', because these are the different options right?

If You create an object its rotation is set to [0,0,0] (and this matches the world orientation) and location to 3Dcursor position. If You will rotate the object it's local rotation will be set to that amount (i.e. [0,0,45]), but the mesh is rotated too. So let's say Side transform is [0, 0, 90]. I want my object to be rotated +[0, 0, 90] and the mesh to be rotated +[0, 0, -90] so that it looks like it wasn't rotated, yet it local rotation to be [0, 0, 90]. You can think of it as rotation of local transform of an object instead of object itself.

As I discovered while working on Blender function to transform a selected edge along a custom axis the transforms are stored in bpy.context.scene.orientations[i].matrix.  You can use orientations[0] or orientations[name].
If you want the rotation component as a quaternion use orientations[i].matrix.to_quaternion() .

With your custom transform selected and in Object Mode, turn on "Affect only > Origins" in the Tool sidebar panel.

Then, you can go to Object > Transform > Align To Transform Orientation. Done!


text:
Render semi-transparent volume with cycles
I want to render an image of a fire in cycles, but as a png with a transparent background.
Without a transparent background, the output image looks like this:

But as soon as I tick the "Transparent" checkbox under Render->Film, all the semi-transparent parts of the image are not rendered and it looks like this

which is clearly not what I want. I've tried to add a holdout shader or a transparent shader to my smoke domain material nodes, but it didn't help. I've only found answered questions for semi-transparent glass, but none for volumes. My node setup looks like this:

but the transparent shader doesn't do anything.
Has anyone an idea how to fix this?
Thanks
Edit: I've just changed the flow type to "Fire and Smoke" instead of "Fire" and now the semi-transparent parts render too, but I don't want the smoke.

You shouldn't add transparent shader at all in order to get smoke on transparent background. Checking Transparent as you said should solve this; after that you can add rendered smoke on desired background with AlphaOver node. In order to make smoke and flames brighter you can multiply brightness while compositing.

How does that work if I have no background? And where would these nodes go? I'm pretty new to Blender.

your expected result is exactly what I'd need. I didn't add composite nodes as far as I know, all the nodes I set up are for the smoke domain material and are shown in the question. Maybe it helps if you take a look at the blender file (dropbox share)? https://www.dropbox.com/s/glznlqlz22btbks/fireball.blend?dl=0

It seems pretty strange to me, because when I change the flow type to fire + smoke, it gets rendered on the transparent background, but not as bright as it should be. Maybe the image needs some smoke to be displayed? In my file, the smoke amount is set to 0.0

It is possible to render that fire in Cycles and see the flame on the transparent background. In the gif I show the RenderLayers with image transparent and then lay it on black backgr with AlphaOver. The flow object is set to Fire, I just added smoke amount in Smoke Flames in domain settings. I'm not sure why to see the smoke on the background (but anyway you can do that)- that data is present as Brecht told and will be visible when overlayed.

PNG images can't represent objects that emit light but not block any light, due to the way they represent transparency. For that reason, you must always have some amount of volume absorption for the emission to be visible when saved as a PNG image.
If your volume has zero density, you could use the flame to drive the volume absorption density, adding just enough to keep the flame visible.
The render and compositing image representations and EXR images can represent such objects, but this information can't be preserved when displaying in the image editor or converting to PNG. This is one of the subtle differences between associated/premultiplied and unassociated/unpremultiplied alpha.

That makes partitially sense to me. I now 'solved' the problem by using the Blender Render, which is able to render the fire with the flow type 'fire' and no absorbing smoke on a transparent background. If your answer is correct, this shouldn't be possible, though?

It depends on how you set up the Blender material, but the default Quick Smoke material for Blender Internal makes Flame contribute to the Density. That has the same effect as letting Flame contribute to the Volume Absorption density in Cycles. If you disable the Density contribution in Blender Internal you will see the same problem.


text:
Whenever I try to do a quad, I get "Invalid Selection Order"! What is that and how do I fix it?
OK, so I am having this problem with quads. I was attempting to create an eyeball and cornea (Anyone else tried that tutorial? It's so confusing.) and one of the steps is to turn 16 segments into 8 quads. It's really easy to do. The first few times I did it, it worked fine. But when I got to another part it let me do three quads then it said "invalid selection order". I did it again. Same message. Sometimes it will just not let me do it period. If the pictures will pull up below, the you should see what I am working with and the message. Please give me an answer on how to let it let me do quads again! Thank you everyone! Have a blessed day!
   here is the link to the tutorial: https://cloud.blender.org/p/blenderella/56040ecf044a2a00a515ada7  I am at 16:30 - 17:25. THanks again!

It would be helpful if you edit a link to the tutorial into your question, with an indication of where in the tutorial you are having a problem.

authors: Алексей россиянин

authors: Богдан Луговой

authors: ლუკა უხურგუნაშვილი


text:
Distort (transform) Mesh by formula
I have a simple explicit formula F(x,y,z) = (f1(x,y,z),f2(x,y,z),f3(x,y,z)) and a mesh.
As an illustrating example (not the actual one) F(x,y,z) = (x+0.1*y*y,y-0.1*x*z,z+0.1*z*x), and say that the mesh is the usual monkey head.
I would like to modify the mesh by changing the position of each vertex but not the structure of the mesh. I want to do it one go: I am not creating an animation. There already are plenty of tools/modifiers that do that. However, I want the change of position to be precisely given by applying F to the position (x,y,z) of each vertex of the standard monkey head.
Is there a tool or an addon for that?

Does this https://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Add_Mesh/Add_3d_Function_Surface work for you?

No, it does not, unfortunately: I already have my mesh and I want to transform it by a non-linear map.

Could you add a sample mesh to your question, and explain how you would generate the coordinates and how the vertices should be picked for the transformation e.g. closest to the generated. Do you want to morph a defined mesh into a procedual?

I realize that I was completely unclear, let me edit the question.

wouldn't a simple script work for you, something like this:
import bpy
obj = bpy.context.object
verts = obj.data.vertices
for v in verts:
    x,y,z = v.co[:]
    v.co = (x+0.1*y*y, y-0.1*x*z, z+0.1*z*x)

If such a thing can work then it's perfect, I'll give it a try.


text:
Blender 3.0.1 Cycles renders image fine (F12) for minutes but at 100% the whole image turns completely black, Eevee works fine
I have been unsing Blender for years but am no way an expert. Usually eveything works fine. But today I have the exact same symptoms as in Render turns black when finished, but
the proposed solutions do not work.

I have a scene that under (Z) -> 8 appears fine.
In the outliner the disabled(hidden) objects are exactly the same for the viewport and the render.
Renderer engine is Cycles, I render a still picture (not an animation).
I have "use nodes" unchecked in "Compositor"
I have only one layer, only one scene, which contains only one collection which contains all the objects, camera, and light.
If I switch the renderer to Eevee, it renders fine.

I do not have the same symptom as Render result is completely blank who gets a gray area with a grid: I get a pitch black image. None of the 12 fixes of the accepted answer either works or concerns my situation. Color management is sRGB and I restarted Blender and even the computer.
I do not have the same symptom as Why does my object not show up? either. There is a huge list of fixes there, I just cannot try them all.
This question appears a lot on this forum. The most common answer is to enable/disable the nodes in compositor and/or to Properties (choose this in upper left corner of any frame)->Output properties->Post processing-> check/uncheck compositing and/or sequencer and/or add composite and render layers to compositor and link their image slots. I tried many different combinations, none worked.
At 30%:

At 100%:

Er... It does the same thing with the default cube scene. Does it mean there is a bug in Blender 3.0.1?

I downloaded Blender 3.3 from the website instead of using the version 3.0.1 installed via apt and it just worked.
By doing this I loose the nice updating features of apt.

Well, try another method (for example, adding an additional repository): https://ubuntuhandbook.org/index.php/2021/10/install-blender-ubuntu-complete-guide/amp/

@quellenform Indeed the snap version is 3.3. Usually apt installed soft work better. Apparently not this time.


text:
Double rounded corner

As I can rounded the corner to fit both sides?

You may use the Bridge Edge Loops option. The subsurfed result'll be similar to the one achieved with beveling.

Select the same amount of vertices laying on the oposite sides, press Spacebar, type Bridge and click this option. In the Tool Shelf options (T) change the number of cuts to fit the edge loops' number. Then unselect the top vertices (C, hold Mouse Wheel) and select only bottom ones (C). Hit W-->Remove Doubles and increase the merge distance. Fill the hole with diamond quads (select vertices and press F).

The beveled edges result is the correct way, Bridge edge loops result leaves bad topology and is not round properly. So I like half the answer and the other half I dislike, but will leave an upvote for the good stuff:)

Haha, you're right :). It may not be perfect. The best way could be doing it (beveling) from scratch or creating the exact portion of mesh (beveling other mesh with the same parameters) to fill the hole. Maybe you have an idea what other method to use to fill it perfectly?


text:
Simple transparent plastic shelf and noise
How can I get the effect of transparent white plastic or glass? When I tried the shaders received white noise.

More information would be helpful... What render engine are you using? Maybe upload your .blend file here http://blend-exchange.giantcowfilms.com/ and edit the resulting link into your question.

I use blender cycles. Can't upload file. I upload light path settings. And in model i have diffuse + transparent connect to mix shader.

It's hard to help without more information. An image of your node set up at least. Also, I'm guessing using more "Samples" in your render would help your render...

You can always use the glass shader that should give you the results you want. then increase your samples up a bit. You can find the samples in the render panel. If you need any help with anything please, just ask.


text:
Cycles bakes a transparent areas to black
With Cycles, rendering transparent texture is OK, but baking turns alpha to black color. In contrast, Blender Internal bakes alpha OK. What should I do with nodes in Cycles? Help plz.
P.S. Maybe the problem is  https://developer.blender.org/rBf3505ab771184877413cfa11336da2ccc1da36ee

Possible duplicate of Textures bake transparency as white

Blender Render works fine, it's only Cycles issue!


text:
How to close the inside face of a gear
I created this gear (from the Blender additional meshes add-on), and I would like to fill the gap to make the inside like the inside of a cylinder:

I tried selecting the edges and typing F but that filled the top and bottom faces:

I added a cylinder inside the gear and tried F again but no success here either:

Not sure how to do this...
Blend:


text:
Render and Preview are different
I'm trying to create a simple scene like the scene depicted in the answer here:

I reproduced the Compositor and Volume scatter settings, and this is what I get when I render:

But in the Rendered viewport, the scene looks somewhat closer to what I'm trying to do:

I've tried branched path tracing and path tracing, I tried rendering without Compositing enabled, tweaked various settings, and read many questions on Blender SE about light rays but can't seem to understand why it won't work...
Blend:

It's working, you just need some strong gpu to render it. Here I colored the light, cranked it to 50k strength and rendered: https://i.sstatic.net/DtQv5.png

@Jerryno with what rendering settings? I get something completely different with 50k light. cegaton where is "light paths section"? Lower value in volume scatter's "density" or "anisotrop"? Is this how you produced the first image in the question?

There is object named Plane.002 which is visible in rendering but not viewport. That's the culprit.
Hide it from render and you will get the same result in viewport and render.

O-M-G you're absolutely right! Noob mistake. Thanks.

I'm not a blender expert but it seems as though you don't need the volume scatter or you don't have enough light in the scene.  Are the light sources on the same layer or a different one?  My question only matters if you might have turned on "This layer only" in the light settings.


text:
Prevent fluid to flow through the walls of an obstacle
I am trying to make a fluid simulation flow out of the orbits of this skull (I hope this doesn't violate any guidelines), as a little experiment / practice with fluid simulation.

The result is not too bad, but the liquid flows through the walls of the skull, on the left/right temples as well as the nasal cavities.
I have read that in order to prevent that from happening, thickening the obstacle was a good solution. However, when I thicken the skull I get a very crude (albeit somewhat funny) result:

Ideally, I would like the fluid simulation to be not only realistic, but the container / obstacle as well!
Also, for some reason, I feel that the liquid should flow out a little sooner than it does. I'm not really sure how to troubleshoot fluid simulations, and the questions I have found so far didn't help.
Blend:

The fluid looks very low resolution in your gif. Does the interaction improve at higher resolutions (be aware that the size of your domain affects the practical resolution of the fluid)

I tried changing resolution to 300 and then 200 (that's why I answer to your comment 6 hours later lol), but the result was not better or worse (liquid flowing through obstacle then up through the eyeholes). If you want, feel free to try a setting to make the obstacle 100% waterproof, it will be much appreciated, I find hard to understand how "obstacles" work (or don't!). Thanks for your help!

With a domain that large, I suspect you'll need much higher resolution than even 200. I shrunk your domain down a lot and it seems to be working better (resolution is set to 150 in this screenshot).

It looks like the domain is actually bigger in your first screenshot? Could you post the file or your settings?

Here's the .blend

Possible duplicate of http://blender.stackexchange.com/questions/5580/water-leaks-through-obstacle -- Anyway, the method described there is very effective.

@ShadyPuck you mean making the obstacle a fluid "shell"? It's already the case of the obstacle in this .blend

First of all, you should make sure that the basics of the fluid sim are set up correctly.

The domain should not be larger than necessary. The larger the domain, the more resolution you need for equal quality. You are just wasting baking time.
Scale should be applied (Ctrl+A) to the domain and the obstacle. Otherwise the results are somewhat unpredictable. This is usually the first step in troubleshooting a fluid sim.
There is no point in having a preview resolution of 100. You will always want to look at the final version, not the preview one, so to bake it at a high resolution is just more wasted baking time. Some people like to set the preview resolution to 1 because of this. But if you want to look at your animation before rendering to check the timing of camera movements, or whatever, something like the default 45 will do the job.
There is never ever a need for 4 subdivisions in the fluid boundary settings. At high resolutions (maybe about 300+) or if you want fluid particles, it should be set at 2, otherwise zero. You are just increasing the baking time without getting anything in return.

Now, if you have done all that, there is one more simple thing to do to prevent leakage. In the fluid boundary settings, uncheck Remove air bubbles. With this setting checked (which is the default), the fluid sim will basically avoid to have any space between the fluid and an obstacle, thus preferring to pass through. With high enough resolution this setting does not matter, but at low resolutions, very much so.
I hope that helped.

The preview resolution setting theoretically doesn't affect bake time (at least not significantly, relative to the time needed for everything else), as it's calculated by down-sampling the full resolution sim. I typically like to set it around 80 or so, then I can usually get the preview to play back in real-time on my machine.

Thanks for clarifying that. I just repeated what I've heard in a bunch of tutorials without ever having bothered to check for myself. It is too bad that the baking does not present you with the time it took, unlike a render. Then it would have been easy to experiment with the settings and see how they actually affect baking time.


text:
Geonodes unique instances
I have this geo nodes setup but I can't figure out how to have a different 'seed' and 'iterations' for each instance of the stack of books.
I can do it manually and change the seed and iteration on each duplicate, but I have 100s of these and manual will be my last resort
link go blend file: https://drive.google.com/file/d/1RPDYEXvdyRD7Q3V_C3f1xuML2NcWZlJu/view?usp=sharing

Hello and welcome! Does this answer your question? https://blender.stackexchange.com/questions/274485/

Thank you, my friend. It certainly works, and I might stick to this solution, but it's very evident that it repeats even though I have a dozen versions


text:
Shading issue on a line of edges
I'm facing an issue with shading on some edges that appear.
Here is a view of the topology.
I make sure it's only quad and that the surface is flat, but still this edge line appear. It's seems that the last line of edges is causing this issue, but I'm not sure why it is causing it. I have try to look for many tutorials online, but haven't find any real solution that worked for me.

I have already try many things to correct this issue,
like reinforce edges around the boolean or flat Ngons. It's the closest I could get from not having this shading issue, but still I have some shading issues.

Do you know if I'm missing something?
Thanks in advance

Hello and welcome, make sure to check your faces orientation https://blender.stackexchange.com/questions/145751/display-face-normal-direction-in-blender-2-8

Hello @Emir, thank you for the suggestion. Unfortunately, I have checked the face orientation, and everything seems normal on this side.

You need to avoid long thin polygons as they often cause shading issues. Try to make something more like this to minimize the distortion

You can see the difference with this part for example

With you're curent topology, in order to get a clean shading you would have to transfer the normals using a data transfer modifier on the polygons causing distortion, using a cylinder with the same amount of loops as the original cylinder as a source object

even cleaner than the first method, but make sure you add a triangulate modifier before the data transfer if you plan on exporting the model

Hey @Alex, thanks for your response.
So I have tried both methods, the first one with the topology, and it kind of got better, but a similar issue with a triangle was there. But it was less noticeable.
https://i.sstatic.net/C5qux.jpg
https://i.sstatic.net/ApK8M.png
The second method was way better with no more lines appearing, but it caused me another issue where other normals were affected by it. I have tried to resmooth the bool part, but the line was reappearing.
https://i.sstatic.net/SQAYb.jpg
https://i.sstatic.net/GCBYT.png

@BlenderUser356578 yes, you have to add another loop before the angle so it's not affected by the modifier. If you  look closely on the before last picture, you'll see there is a loop right before the angle

Indeed it worked the edges are sharp.
I'm still trying to figure out how can I keep the sharpness on those boolean objects without making the artifact reappear https://i.sstatic.net/OqlUp.png

Okay found the solution, it was missing reinforcement as well on the boolean part https://i.sstatic.net/NcBSO.jpg
now it's working perfectly fine https://i.sstatic.net/teoRl.png. Thank you for the solution :)


text:
Using Blender on an Azure VM
I really need to do some editing on a 3D model with some animations, but my PC would never run it, so I opted to use an Azure VM to try to run blender and maybe render the animation on the machine itself, which would be faster. I requested a quota increase to use the NC8as_T4_V3, which has the NVIDIA Tesla T4 GPU, and installed the NVIDIA drive extension on Azure... But when I try to open Blender, the error appears: A graphics card and driver with support for OpenGL 4.3 or higher is required.
Installing the latest driver for your graphics card might resolve the issue.

I know nothing about Azure, but you could try using Blender version 3.6 which has a slightly lower graphics requirement.

Not sure if you sorted this, but I'm looking in to set one up, and according to this page you need to install the drivers through the Azure portal:
https://learn.microsoft.com/en-gb/azure/virtual-machines/ngads-v-620-series
(may not be the exact same VM type but I'd imagine a similar process is there for all)

To take advantage of the GPU capabilities of Azure N-series VMs, NVIDIA GPU drivers must be installed.

The NVIDIA GPU Driver Extension installs appropriate NVIDIA CUDA or GRID drivers on an N-series VM. Install or manage the extension using the Azure portal or tools such as Azure PowerShell or Azure Resource Manager templates. See the NVIDIA GPU Driver Extension documentation for supported operating systems and deployment steps. For general information about VM extensions, see Azure virtual machine extensions and features.

If you choose to install NVIDIA GPU drivers manually, see N-series GPU >driver setup for Windows or N-series GPU driver setup for Linux for supported operating systems, drivers, installation, and verification steps.

I decided to try other VMs with video cards and I succeeded with one of them, I don't remember which one exactly, but I think it was nv12s_v3, I hosted it in Brazil and installed the drives, it has a Tesla M60 video card. It worked for me, but I needed more quotas.


text:
Video is exported reduced in size
When I export videos they come out smaller - about 67% of the original file size (1920x1080). I set export to 100% Resolution, and I only get 67% of the image (starting from the bottom left corner - the rest is cut). The only way to export the whole image is to reduce the Resolution to 67%. I've tried various settings, but feel I must be missing something. Does anyone know why this is happening?

what you mean by "export video from Video Editing screen"?  which resolution has your original video file? and if you press F12 what is the size of the image render (press N key to show in the side panel)?  or, can you show at least a screenshot of the video editor setup, and detail which output resolution is set in Blender?

I've updated some info and added a screen shot, thanks

Have you tried following some good tutorials?

The original video is 1920 x 1080. I have tried various things, and tried looking this up all over the place, but I'm at a loss - though I'm not the most technical person

In your Video Strip Properties make sure, Image Offset and Image Crop are unchecked.


text:
Textures not showing after Collada Export
I am using blender 2.76b. I am trying to export my model to dae file. My model has an Icosphere and Sphere with image textures applied to both. I have checked the Copy and Include Material Textures while exporting.
When I render the scene the object look fine with image textures applied to it. As Copy is checked, Blender automatically exports the image textures in the same directory as dae file.
When I try to import this dae file in Shiva3d or Sketchup, I can see the objects but I am not able to see the object with image textures applied to it.
I am facing the same problem when exporting to 3ds file
I can't figure out what the problem is. Can any help me figure out the problem
=======================================================================
I am successfully able to export the textures UV Map to dae file. Please have a look at the output below. The problem is that the textures are getting applied to individual faces rather than whole object.

I want the textures to be applied to the whole object and not individual faces. How do I fix this problem.

Don't export from cycles but from the Blender internal.
Make sure the model is unwrapped.
Make sure the mapping coordinates is set to UV Map.
Make sure the UV map is assigned.

This video shows the steps for applying the texture to a sphere (with "cillinder projection"):
https://www.youtube.com/watch?v=DaA_YJx7Auw&feature=youtu.be

Hey Abel. Thanks for your detailed reply. I am successfully able to export to dae file but the textures are getting applied to individual faces not whole object. I have edited my original question to add my sketchup output. Can you please have a look

When I use Generated coordinates, the textures get applied to the whole object but I cant export into dae correctly

It's all about how you unwrap your object and how you assign the texture to the unwrapped object... Is your goal to add the texture to a sphere? There are different way's to wrap a texture to a sphere correctly... For a Sphere I would suggest using cylinder projection. But be aware of stretching texture area's on the poles... Can you upload your blend file and texture with this app: http://blend-exchange.giantcowfilms.com/ so I can take a look...

For more info about "how to unwrap a sphere correctly" look at these links: http://blender.stackexchange.com/questions/10741/what-is-the-best-way-to-unwrap-a-sphere , https://www.youtube.com/watch?v=yc0b5GcYl3U , https://www.youtube.com/watch?v=9Ha2rFR6qO0

I've added a video for using a sphere and "cillinder projection". https://www.youtube.com/watch?v=DaA_YJx7Auw&feature=youtu.be

Hi Abel.Thanks for your reply.  I have uploaded the blend file. Here is the link

Hi Abel, Here is a google drive link with the blend file and texture files. Please have a look https://drive.google.com/folderview?id=0BwIqxrvQYnjRUHFzazFMLWJFU3c&usp=sharing

I am successfully able to apply the textures to the whole object but the textures don't fit perfectly on the sphere


text:
Is it possible to use a displacement map without having real geometry?
I'm currently trying out displacement maps. As I was told by some video tutorials I need to apply them as a (displacement) modifier on the mesh. Therefore, I have to subdivide the mesh to achieve more detail. These subdivided mesh is then stored in my blender file, making it very huge. And also blender eats up a lot of memory...
What I'm looking for is some kind of virtual subdivision function which doesn't actually store the vertexes, which are only displaced by the displacement modifier. So they are actually reconstructible by having the number of subdivisions and the displacement map available. It would also be nice if I could disable the subdivisions visibility for some objects during work and only render them in high detail.
Also, blender v2.76 seems to crash sometimes when having too many subdivisions for a quite simple plane (scaled to 7x7 units, subdevided by factor 100 and then again by factor 3). While I have 16 GB of RAM installed in my machine... Any Idea how to reduce this?
Additional Info:
As I was suggested to use the subsurf modifier, I looked (again) through the list, but wasn't able to find it. I know I have used it some years ago, when I worked through some blender tutorials... Has it's name been changed?

You could, maybe, use normal maps, although those are kinda different

@cegaton: Seems to be a good answer... Please leave a screen shot to see, where to find this modifier. Haven't found it, thought.


text:
Weird behaviour with overlapping meshes
I get an unexpected misbehaviour in Eevee and Material Preview with the attached scene objects.

If you rotate the view, you can see that part of the yellow object is rendered in front the green one (the small yellow rectangle) and part behind (the greater yellow one) or vice versa as they should be rendered either both in front or both behind.
No problem with the two orange objects, instead.
Green and yellow objects are the remnants of more complex objects that I reduced for the sake of simplicity in the attached file.
Can you give an explanation of this issue and a way to fix it?
Thank you.
PS
.blend file follows:
https://drive.google.com/file/d/149uU4BfJISOLdi3flAWkFbNA4CmHiXtg/view?usp=sharing

This is a known limitation of Alpha Blend mode: Wrong Draw Order with Alpha Blend in Eevee - you can read there that the ordering of alpha blended objects depends on their origins. In the file you attached, setting the origin to center of mass will result in correct ordering:

I understand that this is not the real solution, as your objects may be complex and intertwine each other, meaning that some parts of the object A should be in front of some parts of the object B, and vice-versa, other parts of the B should be in front of other parts of the A. The solution here is to divide those objects to smaller parts, or to use a different blending mode (e.g. Alpha hashed).

Setting the object origin to the center of surface actually solved the problem for objects with low level of complexity but, as you said, forced me to separate the geometries of my complex objects, witch made all subsequent work more complicated.

A solution can also be using the "Alpha hashed" blending mode in the material settings of the object that is rated as a better algorithm for geometry sorting.
This is at cost of a noisier rendering that could possibly be reduced using more samples.
This solution has the advantage of avoiding the splitting of complex objects by geometry separation and also avoiding a more complicated subsequent work.


text:
How to run modal operators after normal Blender operations
I'm trying to create a modal operator to detect the 3D cursor position when I click on the 3D_View area.
The final goal is to put instances of an object on the surface of another object until a RIGHTMOUSE event stops the operator functionality.
In the modal() method I read the "bpy.context.scene.cursor.location" property to get the 3d cursor position and return 'PASS_THROUGH' to make Blender complete its normal operation.
Since I tell Blender to complete its tasks, this means that my modal operator executes before Blender updates cursor position, so what I get is the position before the click.
I guess that executing the modal operator after the Blender normal operations would make me get the updated cursor position.
Is there any way to run an operator at the end of Blender's event handlers?
The operator code is below:
import bpy

class ModalOperator(bpy.types.Operator):
    bl_idname = "object.modal_operator"
    bl_label = "Simple Modal Operator"

    def modal(self, context, event):
        if event.type == 'LEFTMOUSE':
            print(f"Left click: {bpy.context.scene.cursor.location}")
            return {'PASS_THROUGH'}

        elif event.type in {'RIGHTMOUSE', 'ESC'}:  # Cancel
            return {'FINISHED'}

        return {'RUNNING_MODAL'}

    def invoke(self, context, event):
        context.window_manager.modal_handler_add(self)
        return {'RUNNING_MODAL'}

def register():
    bpy.utils.register_class(ModalOperator)
    print("ModalOperator registered.")

def unregister():
    bpy.utils.unregister_class(ModalOperator)
    print("ModalOperator unregistered.")

if __name__ == "__main__":
    register()

```

Isn't it normal for the mouse position to stay in the same location after a click? Do you want to monitor a drag event? Can you tell us the event.type you're monitoring?

Hello, please post the snippet of your code it would be easier to help you. Try "FINISHED"  instead of "PASS_THROUGH" I think it eats the event if you pass through.

I need to know what 3D position was assigned by Blender to the cursor when I left clicked.
I noticed that the position assigned to the cursor is on object surface if the mouse is over that object at click time and that's what I need.
I also need the operator to continue returning me click locations until I stop the operator functionality with a right mouse button click, so I can't use FINISHED to exit the modal() routine.


text:
Synchronize an object following a path and the appearance of the path
Using a Follow Path constraint as well as Cegaton's answer from this page, I am trying to make a path appear behind a car as it follows a path.
Unfortunately, the speed at which the car and the path animate is different (they have the same number of frames however)...

I'm not sure what exactly makes this, and I'm not sure I can afford the time to keyframe or start tweaking each object to perfection.
Is there a simple reason I am missing out?

In the example file where the curve object has keyframes set to animate the curve geometry end, change the Bevel Factor type to Spline and set the interpolation of the keyframes to linear.

The different Bevel Factor modes for start and end are:
RESOLUTION:
Resolution Map the bevel factor to the number of subdivisions of a spline (U resolution).
SEGMENTS
Segments, Map the bevel factor to the length of a segment and to the number of subdivisions of a segment.
SPLINE
Spline, Map the bevel factor to the length of a spline.

Thanks for your answer. I have tried, and it helps in the beginning and in the end, but the middle isn't synchronized at all. Could you try on your end with the .blend file and see if your solution works? http://ge.tt/6tW6GRj2

Sorry about that, I replaced my answer with a much simpler solution

I think there's a mistake in your answer, or actually an omission, both your previous answer that you removed (linear extrapolation in graph editor) AND your current answer (change to spline) need to be used together, just changing to spline doesn't work.


text:
Why do the measurements of this object seem erroneous?
I just found out about the Mesh Display : Length feature in the "N" panel (thanks to this seemingly-migratable question) that allows one to measure the length of a face or vertice.
But my first encounter with this tool gives me complex feelings of love and hate, see how, as I was trying to measure the aspect ratio of this TV screen, I am getting WIDTH = 20.33 and HEIGHT = 37.57.
These values seem awfully wrong, since my betrusted eyes tell me the height should be shorter than the width.

I have tried measuring the single vertices as well, to identical results.

thats some problem


text:
Gaps between liquid and obstacles in liquid simulation
I am trying to make a simple liquid simulation of a liquid going down a carved path on the ground.

I can't seem to make the liquid flow along the obstacle, all or part of it always seem to hover above the obstacle or have a gap / margin between the obstacle and the fluid. It produces shadows and artifacts that are neither realistic nor aesthetic, which I would like to iron out.

This is what I tried:
Obstacle Material: the obstacle had a rather complex material with bump maps, which I thought could be the cause for these gaps, so I changed the material. Still nothing.

Subsurface on the obstacle: the obstacle also had a subsurface (not really sure whether or not this should be taken into account when creating fluid simulations), so I applied the Subsurf to the obstacle and re-baked. Problem is still here.

Increasing resolution: This is where I get a bit confused. I can get good results with low resolution (50) and quick playback: the liquid adheres to the obstacle rather well. When I increase the resolution to create a final export, the result is very different and the gaps are back.
I have also:
-applied scale to all the objects in the scene,
-fitted the domain to the elements as best as I could,
-made the obstacle a shell,
-tried alternatively Honey / Oil / Water settings,
-tried to change Slip settings to Free Slip / No Slip / Partial Slip for obstacle or domain,
-solidified the obstacle,
but nothing really fixed this problem. I want the liquid to fill the shape I designed like a normal, real liquid.
.blend:

The obvious answer is to increase the resolution, but while this will make the problem less noticeable, there will still be some of this "mushrooming effect". Furthermore, with increased resolution the behaviour of the fluid changes. It becomes more "splashy" if you know what I mean. I baked your sim at a resolution of 300, and the fluid splashed all over the place.
What you will then have to do is that once you have baked the sim, you move your domain downwards (or the obstacle upwards) and maybe do some slight stretching of the domain until these artifacts disappear.
Anything else won't matter. However, about some of your comments:
You say that it looked good with a resolution of 50, but I baked it and it looked horrible. Most likely your observation was due to some other factor, such as not having applied the subsurf modifier.
Yes, about the subsurf modifier. The fluid will ignore the modifier unless it is applied. It will just react to the obstacle mesh as it is. In your case, this might have covered up the problem, as the subsurf decreases the volume of the "canal". A lot of fluid will thus be hidden inside the obstacle, so to speak.
Good luck!

I have found gaps to occur when all objects scaling is out of whack.
maybe try seeing if the bone/armature and/or object itself that is the obstruction is at scale 1.000
I was editing my own scene and found this to be the case.


text:
How to automate the conversion of objects generated by Python script to fbx or to obj?
I've several Python scripts (around 6000 scripts). Each of them generates 3D objects.
I want to find a way to export these generated objects to either fbx or obj files.
Is there a way to do it using Blender in command line?
Py file example:
import bpy

bpy.ops.mesh.primitive_plane_add(enter_editmode=False, location=(0, 0, 0))
bpy.ops.object.mode_set(mode = 'OBJECT')
obj = bpy.context.active_object
bpy.ops.object.mode_set(mode = 'EDIT')
bpy.ops.mesh.select_mode(type="VERT")
bpy.ops.mesh.select_all(action = 'DESELECT')
bpy.ops.object.mode_set(mode = 'OBJECT')

obj.data.vertices[0].select = True
obj.data.vertices[1].select = True
obj.data.vertices[2].select = True
obj.data.vertices[3].select = True

bpy.ops.object.mode_set(mode = 'EDIT')
bpy.ops.mesh.extrude_region_move(MESH_OT_extrude_region={"use_normal_flip":False, "mirror":False}, TRANSFORM_OT_translate={"value":(-0.220266, 0.10617, 0.490731), "orient_type":'GLOBAL', "orient_matrix":((5, 2, 3), (4, 1, 9), (6, 8, 7)), "orient_matrix_type":'GLOBAL', "constraint_axis":(False, False, False), "mirror":False, "use_proportional_edit":False, "proportional_edit_falloff":'SMOOTH', "proportional_size":1, "use_proportional_connected":False, "use_proportional_projected":False, "snap":False, "snap_target":'CLOSEST', "snap_point":(0, 0, 0), "snap_align":False, "snap_normal":(0, 0, 0), "gpencil_strokes":False, "cursor_transform":False, "texture_space":False, "remove_on_cancel":False, "release_confirm":False, "use_accurate":False})
bpy.ops.transform.rotate(value= 10, orient_axis='X', orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(True, False, False), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False, release_confirm=True)
bpy.ops.object.modifier_add(type='SUBSURF')
bpy.context.object.modifiers["Subdivision"].levels = 8

When I launch the script (("<your path to blender>\blender.exe" --background --python exportFbx.py -- "<your py file name>" "<your output directory>" )) I get this error on the command line:
C:\WINDOWS\system32>"C:\Program Files\Blender Foundation\Blender 2.81\blender.exe" --background --python exportFbx.py -- "<Essai.py>" "C:\Users\user\Desktop\Bank2Son Zone Originale II\Command line"
Blender 2.81 (sub 16) (hash 26bd5ebd42e3 built 2019-11-20 16:33:00)
Read prefs: C:\Users\user\AppData\Roaming\Blender Foundation\Blender\2.81\config\userpref.blend
AL lib: (EE) UpdateDeviceParams: Failed to set 48000hz, got 44100hz instead
found bundled python: C:\Program Files\Blender Foundation\Blender 2.81\2.81\python
Warning: 'BatEx_PT_Panel' doesn't have upper case alpha-numeric prefix
register_class(...):
Warning: 'BatEx_PT_Panel' doesn't have upper case alpha-numeric prefix
OSError: Python file "C:\WINDOWS\system32\exportFbx.py" could not be opened: No such file or directory Blender quit

You can use a python expression or pass a python file, see the manual: https://docs.blender.org/manual/en/latest/advanced/command_line/arguments.html#python-options

Makes sense, finally. You want to export the objects generated by several scripts to fbx or obj files. That's it?

Yes I would want to export in command line the objects generated by several scripts to fbx or obj files without openning blender ui. Thanks

related https://blender.stackexchange.com/questions/6817/how-to-pass-command-line-arguments-to-a-blender-python-script

Oh yes iam little glad  lemon thanks ! iam new in python please can you publish the good code from  your link because i show several code in the link please please please

@Kask909, since the question is not reopened... but you should add more detail about what you want: - where are stored your scripts (text blocks or py file)? - do you want one export per script? (please if possible edit your question to provide these informations). The more you add information in your question, the more people will see it and so have chance to be reopened and answered.

Also you can provide one significant python script (the idea is to know if it is generating meshes only or add other stuffs, like materials, for instance).

Ok thanks my files are py files and are stored to C:\Users\user\Desktop\kask909\1-Modelisation + Extrude Edge + Extrude Face + Rotate Original.py.
Modelisation + Extrude Edge + Extrude Face + Rotate Original.py is only one py file i give to you. I have more than 6000 in the same folder and i need to convert these py files to fbx or obj simultaneously in commande line. Iam new there and don't know how to send you the py files. the files have materials on meshes.
Please help

ok, will try to help (but for today will quit soon). Can you edit your question (click on 'edit' below your question)? and add some copy/paste of one of your py file (not too big)? That will help to understand how to take your context into account. Please use @lemon if you comment in response to be sure I'll be ping if you want to talk to me (if not won't be notified).

man ok... how things are here in this site... complete your answer, don't replace it. And about ping @lemon, this is for comment not for the question itself... but ok... so you have several files with py script like in the question. Are they all in the same directory, for instance?

@ lemon My bro all the files are in the same folder. please help today i would be to glad bro thanks

@Kask909, won't do today (too late for this evening). But in the principle: if you know about powershell (windows) you can loop over the py file, passing the file names to blender in cli (see ideasman answer linked above). then... but ok... I'am writing things but if you don't know python? Am i right?  If yes can not do more here, since the question is not reopened... (comment format does not fit for that).

The principle can be: either - looping over the py files (in powershell or dos commande), the use the answer from ideasman linked above) and use it with a blend file that can evaluate a py file and go ahead with fbx export. Or same approach but pass the directory as parameter, loop over its files, evaluate each, export, clean the scene and go to the next file.

@lemon Ok i don't program in python but i think with the code python i give to you, you can give me one good code cmd to solved my problem in the morning so. Please write good script for me i would just launch it from command line ! Good day

This last error is because exportFbx is not found. And that's because you are executing this in the wrong directory. You should execute it in the directory where exportFbx.py is.

Hi. Please take the time formatting your post/question properly. Also please don't just remove the content posted before, instead please add necessary content. Read: https://blender.stackexchange.com/help/how-to-ask

@Kask909, I know this may be difficult. But please try to stay in this site "rules". If something to say about what I proposed as answer, write that in the comments below the answer. Thanks.

Put the script into, for example Desktop folder. Run the command from the desktop folder.  Would suggest don't run anything  from your windows system folder unless you know what you are doing.

The following script will allow to execute Blender in command line as so:
"<your path to blender>\blender.exe" --background --python exportFbx.py -- "<your py file name>" "<your output directory>"

Thanks to this answer and considering:

"exportFbx.py" is the file where the script below is saved into
the command line is run where the script is
"your py file name" is the complete name of one of your object generating .py scripts
"your output directory" is the directory where to store the exported result

The script, in short:

Get the arguments
Compose the output file name
clear the scene
execute your .py script
exports

Each part is commented below. Save it as "exportFbx.py".
import bpy
import sys
import ntpath

#Extracts file name from file path
def get_filename(path):
    path, name = ntpath.split(path)
    return name or ntpath.basename(path)

#Clears the scene
def delete_all():
    bpy.ops.object.delete({"selected_objects":[o for o in bpy.context.scene.objects]} )

#Executes a py file
def exec_py_file(filepath):
    file = open(filepath)
    exec(file.read())

#Gets command line arguments
def get_args():
    argv = sys.argv
    argv = argv[argv.index("--") + 1:]
    return argv[0], argv[1]

#Obtain arguments
filepath, output_directory = get_args()

#Get the file name
filename = get_filename(filepath)

#Compose the fbx file name
output_filepath = ntpath.join( output_directory, filename + ".fbx")

#Clean the scene
delete_all()

#Run the py file
exec_py_file(filepath)

#Export to fbx
bpy.ops.export_scene.fbx(filepath=output_filepath, check_existing=False, use_selection=False, use_mesh_modifiers=True)

Now you'll have to iterate over your py file using your operating system commands in order to apply the command line above to all the .py file.
In Windows Powershell, that can be something like (not tested):
$files = Get-ChildItem "<your path to py files\*.py"
foreach ($f in $files){
    $filename = $f.FullName
    "<your path to blender>\blender.exe" --background --python exportFbx.py -- "$filename" "<your output directory>"
}

If you run:
"C:\Program Files\Blender Foundation\Blender 2.81\blender.exe" --background --python exportFbx.py -- "<Essai.py>" "C:\Users\user\Desktop\Bank2Son Zone Originale II\Command line"

That won't work. You need to have:
"[The path to blender.exe]"
--background
--python
"[The path to exportFbx.py or just exportFbx.py if you run that in its directory]"
--
"[The path to one of your py file]"
"[The path to the output directory]"

Surely all what is inside "[]" above needs to be replaced by the good things as they are in your environment. And all that in one single line (I've separated things above for the explanation) with a space between each part.

Also recommend checking out the Text Editor > templates > Python >   "Background Job" and "External Script Stub"  Also consider pathlib over ntpath & cheers, Made the bounty with 8mins to spare.

@lemon you are my brother thanks it working perfectly gracias !!! Now can the new file name can be incremented by 001 so we would have file 001.fbx   file 002.fbx ect thanks agains bro

@Kask909, I won't. All the principles are given here. A more tailored answer is not the way I can give help: you need to work a bit by yourself from that.

@lemon it is working for me but now i want to know how to convert fbx files in commande line to blend. extension thanks

Hi How to convert fbx to blend files extension because I want to convert my fbx files into vidéo files. I know non  How to convert blender scripts to fbx now it stay to convert its to vidéos files So I want to convert its first in fbx and convert to blend files and finally convert its to video files. Any helps to convert my fbx files to blend files or directly convert my fbx to videos files thanks

@Kask909 if this has answered your question consider accepting it.

Can I convert blender scripts to blend file