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How to light up back of mesh from emission material or light
I currently have a planet with asteroids.
A sphere with an emissive material is in the back.
The problem is that when the asteroids, which I animated, move in front of the sphere with emissive material, it completely blocks out the "light" instead of letting the emission wash over the asteroids.  I also positioned a spot light with the emissive sphere but it didn't really help.
Is there a better way to solve this problem?
I'm using eevee rendering engine.

I can't tell exactly what you need, but you can try turning on bloom (you might need to crank the emission value or up the spotlight brightness), and play with the bloom settings if needed.

Tried both of those things.  Emission gets blocked out no matter what.  I'm curious if I should just increase the physical size of the emitting mesh.

I'm still not quite sure what you are looking to happen. Did you want the light to slightly illuminate the backside of the asteroids, or is something else going on?

Yeah so this is the setup:
SUN/SUNLIGHT ->  ASTEROID   <- CAMERA
The arrows are directional, so the camera is facing the asteroid with the sun behind.
Now the sun, which is an emissive sphere with a sun light facing the asteroid, should be so powerful that it should wash over the asteroid and all the camera should be able to see is the outline of the asteroid.  But instead the asteroid completely blocks out the sun because the sphere acting as the sun is technically smaller in size than the asteroid.  I could just make the sphere bigger – but is there a better way to solve this issue?

Yeah, I see what you mean, when the emission gets totally blocked, the bloom goes with it. Hang on, i'm trying a couple of things.

I tried all combinations of irradiance volume, reflection cubemap, fresnel, and a transparent cube with a volume scatter, and all no good. I'll keep looking, i'm sure there must be an answer, unless this is one of the true limitations of eevee. In the meantime, it's probably easier to just make the asteroid smaller.

Probably.  Thank you for trying!


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Cycles bugging on random frames
Cycles is bugging on random frames.
Any ideas of what's causing this issue? You can clearly see the problem in this clip:
https://youtu.be/eo1iRQluigQ

this could happen if you don't bake your cloth simulation

Please clarify your specific problem or provide additional details to highlight exactly what you need. As it's currently written, it's hard to tell exactly what you're asking.

This could happen if there are modifiers after your simulation modifier and the vertices get to close together to solve nicely. With more information we could pinpoint the problem better.

This helped!
There're MeshSequenceCache modifier + Subdivision modifier.
It seems that the problem is from the Subdivision modifier. Can you suggest a solution besides applying the subdivision?

You can make the initial simulation with less subdivisions (or in your case when you are using imported geometry use a decimate modiefier) or you can lessen the modifiers subdivisions. You must make sure that you are not getting any intersecting geometry in you simulation and also with the modifiers on.

source: Stack Exchange

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

sort: votes


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How to procedural digital camo?
I attempted to use brick texture but plugging a noise or any other texture into Bias input would not bias the colors I chose in the node to randomize based on the texture.
What I want to do: plug a noise texture (relatively large one) into brick texture(no mortar, square bricks) to create "digital camo" effect (large chunks of colors with blocky borders). Did not work, how should I do it?

You don't want to use a bricks texture to make your output all blocky.  Instead, snap your texture coordinates using a vector math node:

If we specifically wanted to use a noise texture to create camo (that was blocky), we might use the noise fac to mix between three colors like this:

Noise output isn't evenly distributed, so you'll want to tune the numbers in the "greater than" nodes to eye-- it's not as if 0.33, 0.67 will get equal frequency of all three colors.
However, I wouldn't recommend making camo via noise.  Instead, I would make it with voronoi texture:

Voronoi creates cells that all have the same position output (voronoi basically calculates the distance to the nearest semi-randomly generated point; "position" is the location of that point.)  We can get a random from that position with a white noise node, and then mix between our three colors on the basis of the output.  Because each voronoi cell has a consistent position, our random numbers are also going to be consistent across the cell.  White noise does have a flat distribution, so 0.33, 0.67 will get us even frequencies of our three colors.
There are plenty of ways to mix this up to get what you want.  We could combine noise and voronoi, with the noise creating a bit of variation in the voronoi (or distorting the coordinates); we could use multiple voronoi, with offset, to calculate overlaid camo spots; etc.

You need to pixelate your shader- here's a good tutorial https://b3d.interplanety.org/en/texture-pixelization/
You could also Pixelate with the compositor- https://docs.blender.org/manual/en/latest/compositing/types/filter/pixelate.html

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


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How to get a point value from a noise texture
I wish to make a specific object be fully one color decided by its position in a noise map, so that moving it in 3d space changes its color in full.

If you're not deforming it, use object info/location as the vector to the noise texture:


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Translate instances based on curve radius
I am trying to translate an instance using the manually set curve radius of the curve it's placed on to create a spiral of instances surrounding the curve. Using the previously captured curve radius doesn't actually translate the instances.

As noted in the manual, you need to use the Geometry output of the Capture Attribute node you get the information from for it to have an effect. In your case, you would link it to the Points socket of the Instance on Points node.

Note: If I'm understanding your intention right, you also probably want to select the Point mode of your Capture Attribute node (instead of Spline), since you presumably want the individual radii of your spline's control points to affect the translation. Selecting Spline would result in getting only one value (the average radius of your whole curve):

Thanks for the help, but I'm not able to reproduce it. Even using the exact same node setup, doesn't produce a result

I don't know how that's possible. Can you share a screenshot showing the same setup? What Blender version are you on?

I'm using Blender 3.0.1
Here is an image of the node setup
https://imgur.com/a/2Fqu8Ki

@PinieP I tried it in 3.0.1 and indeed it doesn't work. Apparently, attributes didn't support instances in 3.0, it was a feature introduced in 3.1, so if you use a newer version of Blender it should work (I was using 3.2 Alpha). Geometry Nodes is still pretty new so things get changed, added and improved all the time so I'd recommend using the latest versions for it if you can.

Thanks a lot. Updating solved it.


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Can't freeze camera on spot during animation
I have a camera tha'ts following a bezier curve, but at some point I want it to stop. So far I tried setting the keyframe to the offset position, but it either just continues or does some backward-forward animation.
I tried duplicating the camera and setting a keframe at the position/rotation etc, but once I delete the follow-path of the duplicated camera, it resets to another view and ignores any location keyframe info it seems.
I also tried the 'stored views' plugin, to manually set the camera view to a new camera, but the options are grey..it only works for user-defined views, and not the camera.
Any ideas?

you need to simply duplicate the keyframe, if it still doesn't work please share your file (only camera + curve) and tell at what frame it is supposed to freeze: https://pasteall.org/blend/

thanks @moonboots, duplicating the frame didnt work for me, you can check the file here: https://pasteall.org/blend/65645fb3ad724495971b32e46cc1bdd7

You've pressed on the Animate Path button of the Follow Path constraint, you should have not, it has created a Generator modifier for the curve, which makes the camera move automatically along the curve and add an animation to the one you try to create.
What you need to do is select the curve, switch a window to Graph Editor, select the Evaluation Time track, open the N panel > Modifiers and remove the Generator. Now only the Offset keyframe you'll create will be taken into account for the camera movement.

Or you can use the Marty Fouts' suggestion, which is deleting the Generator and keyframe the Evaluation Time in Object Data panel > Path Animation > Evaluation Time. In that case, for the camera itself, you don't need to keyframe its Offset, only its rotations:

Nice catch.  I usually don't miss it when they've done that.

Yes a bit confusing. About your previous question: you need to make sure that you've selected the Evaluation Time track. The object won't move by itselft unless you've clicked on Animated Path, in that case it creates the Generator modifier + you can keyframe the curve's Animation Path

I know.  I realized that right after I posted the question.  That's why I deleted it so quickly.

You don't need to click on animated path.  The curve has path animation enabled by default.  You only need to set keyframes on the curve's evaluation time.   If you do it that way no generator is created.  That's part of why using evaluation time is preferred.

oh ok I didn't know that

Yes, removing the generator worked!

Follow Path animation can be confusing because you usually do not want to animate the offset of the object following the path; but rather the evaluation time of the path.  To fix your animation

Delete the animation of Object Offset
Go to the curve.

At frame 1 set the Evaluation Time to -1 and make a keyframe.
At the time you want the animation to stop (frame 180?) set the Evaluation time to 100 and make a keyframe.

You may have to adjust the location of your camera rotation keyframes to match.
EDIT:  To clarify
Path animation using follow path modifier can be done in two different ways.  If you select Animate Path on the modifier it creates an animation on the curve, as Moonboots described in their answer above.  As they pointed out and I neglected to mention, that adds a generator to the animation, causing it be be extrapolated indefinitely into the future.
This is why they deserve to have their answer accepted, and why your camera continued to travel past the end of the curve.  If you had chosen a closed curve, then the camera would simply follow the path over again.
What I suggested is the more common way to animate a Follow Path because it gives you more control over the animation.
Path animation is a bit confusing, and the way it works changed between blender 2.8 and 2.9, but this is how it works in recent versions of blender:
The length of the path is divided into segments, one segment for each "frame" in the Path Animation Frames setting.  The Evaluation Time is a measure of how many segments along the path the camera should be positioned.
The default value of Frames is 100, so you can think of Evaluation Time as the percentage of the path the camera has moved along.
By animating this way, you can do things like move the camera forward some ways, pause it, and move it again, either forward or backward.

do you mean "their answer" because we are two boots?   ^^

because I'm a language snob and think if singular 'they' was good enough in 1375 it's good enough now. :P

although, there being two of you would go along way towards explaining how you manage to answer so many questions so quickly. ;)

Lots of confusing settings here, but thanks both for the detailed explanations. In the end, I had to remove the generator, and set the evaluation time to zero. remove the offset keyframes and use evaluation time for keyframes.


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How to combine Red-Yellow-Blue colored textures?
I'm trying to recreate a bot from game 'Descent'..I found a dump with the textures, but it's using some kind of mix to get the texture colors in-game.
The bot I'm making is green, but combining the yellow and blue texture doesn't get close to what it's supposed to look like, see the blender screenshot. I also tried the MixRGB node.
Any ideas on how these colors should be combined? For reference, I also added the colors of the other bots in the game.

You have the color space set to linear on the lower texture but sRGB on the upper.  Even if the files are color files, you need to use the same color space for each.

I'm not sure about the details of your project or images, but you could always add a Hue/Saturation node between the image texture (any color) and the input of whatever shader you're using. You can change the color by adjusting the hue value.

@ChristopherBennett I'll give that a shot

At a glance, I don't think these are color information maps. Given that the yellow has no texture and the red has the inverse of the blue, I would guess red and blue are specular maps and yellow is a bump map. I think you're missing the actual color texture

Interesting thought, but I never saw any bump mapping in this game..its basically a bunch of simple geometry running on a pentium 1 in DOS, no 3d acceleration etc

I did a extract of the resources myself and the missing green texture was indeed there!


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Draw handler only updates when moving the mouse
I am writing a simple add-on to move the 3D Cursor. It works with a modal operator, the 3D locations follows the mouse position, but it gets the input from the keyboard if the user wants to type a specific dimension. I created a draw handler to show the keyboard input during the modal. It's working, if I press the keyboard number it stores the numbers as it should, but it doesn't show anything until I move the mouse. I would like it to show the numbers as I pressed them on the keyboard. Is there any way I can achieve that?

See https://blender.stackexchange.com/questions/8796/custom-modal-operator-event-timing  re using tag_redraw to tag a redraw. May also be of interest https://blender.stackexchange.com/a/161773/15543

Have updated the first link above to work in 2.9.  Suggest it could be marked as a duplicate.  Thoughts?

Thanks, it worked. I flagged as duplicate.


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Rendering seems slow, am I getting the most out of my hardware?
So, started my Blender journey yesterday working on a tutorial to create some mountains and animate a fly-through of them. They are made with the A.N.T. mesh tool and microdisplacements. I've worked my way through the tutorial to a point where I'm actually rendering frames, and it's much slower than I anticipated it would be. It's taking 5-7 minutes per frame. I am using Cycles with Auto Tile Size addon, and am using an 8k HDR texture (I think that's how I should refer to it) to light the world.
My PC specs are RTX 3090, Ryzen 3950X and 128GB of RAM. During each frame render, the GPU and CPU are essentially idle until the last little bit when Blender starts actually showing tiles, then my GPU kicks in and renders those out in a matter of seconds. Is that to be expected? Is there any way to get Blender to actually utilize my hardware during the first several minutes of rendering, where it seems like it's just barely using it?
I'm rendering using Cycles in Blender 2.91 and here's a screenshot with what I'm rendering and all of the associated settings.
This is the tutorial that I am following: https://www.youtube.com/watch?v=qSafYNQrodk
Thanks for any insight!

You can select both your CPU and GPU in CUDA settings - you don't have to pick one or the other. Also, make sure to select your GPU under OptiX.

Hey Christopher, appreciate the response. I've tried doing both, and it didn't change much. What's taking the majority of the time is the 'setup' before the actual rendering takes place. Like 'Tessellating Landscape", which takes almost 2 minutes, while my CPU and GPU are seemingly idle. I am hoping to improve performance on that part of the process. As a test, I just rendered a frame without the micro displacements active, and it only took 2 minutes, so I guess that's what's taking the most time. Any recommendations as far as speeding that up? Cheers!

I'm not sure other than that. I have never used the Auto Tile addon, and don't often use Ant Landscape for extremely detailed meshes, and therefore cannot speak to either of their influence(s) on a render (if any). It could just be that it's taking a long time building the BVH (because of the micro displacements) or that blender is not optimized for tessellation on that scale.

Gotcha'. Well, again, I appreciate you taking the time to respond. I do believe that it is due to the micro displacements. Still hoping there's a way to speed things up, as rendering this 250 frame animation is slated to take 10+ hours as it is...a good night's sleep, I suppose!

I think you found the main problem - it's the tessellation of the microdisplacements and BVH building. Since this is a part of creating your landscape there is no way to get around this. But I think, using both GPU and CPU should be best - from my experience with microdisplacements it is always faster than just using CPU or GPU alone. Oh, and I found that the Auto Tile Size doesn't work well for me. The tile size that works best in the average of all my different renders is 64 x 64 when rendering with GPU and CPU.

Here's a a link to a different question where someone is suggesting BVH Time Steps.
And in the comments there is a link to a comparison of the writing speed of image formats.
The last one really surprised me, PNG for example is much slower.

Thank you Gordon for the suggestions and for the link. Being that I am very new (started yesterday!), I must ask - why does Blender have to do the tessellation for each frame? Logically, it seems that doing it like that is a horrible waste of resources, as each frame's landscape ends up being the same, unless I'm mistaken. Is there a way to tell Blender to perform the tessellation once, then use that new landscape model in the future frames, rather than re-doing all of the calculations for each frame? I hope that I'm expressing my question correctly!

I'm not an expert, but since microdisplacements is generating the displacements on a pixel base, always in relation to the camera view (so that objects close to the camera have more details than objects that are further away), it has to be calculated new for each frame.

Ah, that makes sense. I remember the author of the tutorial mentioning that. So there's no way to 'bake' the landscape. I've just gone and duplicated the landscape 4 times to add depth to the scene...bringing my renders up to 13 minutes and climbing. Oof! Looking at a 35-ish hour render. Oh well, it'll be worth it in the end! Thanks again for the wisdom!

The problem with baking the landscape would be (to get the same resolution) you need a very high polycount on your landscape and it will always be all polygons in each frame, no matter how far away or even visible - and that might result in even worse render times, of course all depending on the geometry you create. Did you try different tile sizes?

That's true. I feel like I may be expecting too much in terms of performance, and that there's more going on in the background than I'm privy to. My biggest gripe is that while it's taking several minutes for "tessellating landscape", my CPU and GPU are both essentially idle. Just a few percent of utilization, and that makes me feel like there is performance being left on the table. I have experimented with tile sizes, but not in a scientific manner. That's something that I should do. Currently using ~200 tile size. Going to try 512 now and see if that affects anything.

I would actually go lower if you're rendering with CPU and GPU. Large tile sizes are rendered very slow on the CPU so going larger won't let the CPU help your GPU. As I mentioned above, my setting is 64 x 64.

For the few most recent renders, I've been experimenting with OptiX, and I don't see an option to use CPU and GPU for OptiX, Does that just apply for CUDA rendering (the CPU + GPU @ 64 tile size?)

Might be. My graphics card is not OptiX compatible, so I can't see the settings. Since Christopher suggested using CPU and GPU together and also OptiX, I thought that it's possible under OptiX.

Hey, Gordon and Christopher: I think I may have an answer as to why my rendering is taking so long. I brought up the statistics window, and I have 5.2 million vertices and faces, and 10 million triangles and edges. In the tutorial I'm watching, the author has only 760k verts and faces, and he's rendering each frame in about 50 seconds. One place where I veered off from his tutorial was when I did subdivisions, perhaps I went a little bit overboard. I'm going to take the time to re-do this tutorial but follow his lead more closely and see how that works out.

That's a good guess. Normally you don't have to go high in subdivisions when you're working with microdisplacement - with the right texture you can create a whole mountain with a simple plane of 4 vertices.

I'll let you know how it works out. Thanks again for all the help!

Just an update - it was the extreme vert/face count that was causing the slowdown. I remade everything with less subdivision and it was substantially faster. Thanks again for all the replies!

When there are problems with a tutorial it's always best to let others know from the beginning if you did something different than shown in the tutorial, that might be valuable information in search for the solution. ;-) But glad to hear it did help, you might consider marking comments as useful. And maybe enter your own answer here and mark it as "answered" afterwards.

Using adaptive tessellation, and not only bump?

I never used it but the e-cycles plugin might help if you had to keep the subdivision :
https://blendermarket.com/products/e-cycles
« What’s more, thanks to a new option called "Persistent Data", for fly-through animations where only the camera moves, E-Cycles only needs to do the pre-processing step once for all frames. In the example above, rendering takes just 3 seconds per frame on a single GPU. In this case, the persistent data option saves 7 seconds of pre-processing per frame. »


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Move object along multiple paths
I am animating a simple car along a curved path, but I would like it to do a three point turn, i.e.  Move forward along one path, reverse along a different path, then move forward again on a third path.
I have tried to do this with keyframes but the car "slides" across the ground too much, whereas the path going forward constantly gives the car the correct rotation.
Is this possible in blender, and if not, what is the best way to achieve this animation?

Conventionally, (a bit like grabbing/releasing weapons, etc, if you want to look up other examples,) set up two or more Empties with the desired motion and timings for the car. Each empty can have its own Follow Path constraint. Ensure they are located and rotated similarly at hand-over points.
Give the car a Child Of constraint for each Empty, and for an instantaneous hand-over from one Empty to another, keyframe the Influences of the appropriate Child Of constraints to 0 and 1 respectively, in consecutive frames.
(Use the Set Inverse switches to ensure the car is all lined up, ready for hand-over)

If you need further control over rotations, moves, you can add another layer of indirection / hierarchy between the constrained Empties and the car: then the car would be constrained to be a grandchild of the path-following Empties.

It is working great. here is a simple example in a .blend file to demonstrate it. https://blend-exchange.com/b/vypB0EgJ

@NisimJoseph thanks for the demo!

I'm sure there is a better way, but..
you could have 3 different cars/lines
lets say on frame 88, car one finishes its forward move.
on frame 89, car one suddenly moves 300M away, while car two suddenly moves to where car one was. the ol switcharoony.
because they change places within a frame, there's no visible movement.
and obviously car three replaces car two when it's finished moving.

Be careful to disable motion blur if you use this technique :)

Thanks - this was my first thought, but I really hoped there would be a better way of doing it!


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Rigging: independent squash/stretch
I'm new to Blender, coming from Maya. I would like to know whether it's possible to have an independent squash/stretch rig, so that you can apply squash/stretch from any angle, while still having your object oriented the same way (Imagine a ball both able to bounce on the floor and on the wall).
In Maya this would be the squash/stretch nonlinear deformer.
In Blender I have rigged my model to a bone chain with a Stretch To constraint, to get the squashing, and then made a separate control with a Copy Rotation constraint, to be able to rotate my model afterwards.
This works, but requires constant counter animation.
I also tried to put a lattice between the bones and the model, and then rotating the rig in object mode, so the model doesn't get affected by the lattice while rotating.
This also seems to work, but requires switching from pose mode to object mode while animating and I don't know if that's good workflow in Blender.
So none of these solutions are very good. I wonder if somebody knows another way to do it?

there was a question about bouncing ball here, does it answer? https://blender.stackexchange.com/questions/199711/how-to-make-the-texture-not-follow-the-mesh-deformations-bouncing-and-stretchin

Thank you, I didn't find that thread before. So I was on the right track with my lattice. It just took another armature and an object level Child Of constraint to make things work in Pose Mode. The only thing bothering me is that now I have to switch between Pose Mode on two separate armatures. Is there a way to have an Object level constraint within one armature? Maybe this should get it's own question though?

I didn't test the solution he gave so I couldn't answer, but maybe try to show some screenshots and even share your file so that people can understand and test?

Ok sorry, I was a bit too fast. The solution from the other question works very well. It's a bit mindboggling to be constraining between things in object mode and pose mode at the same time, like diving between different dimensions. But I got it working in the end. I can upload my version if necessary, but it's pretty much identical to the other solution. This can be closed for my part. Thank you!


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Framerate plummets when moving or editing objects
Blender community,
I am suddenly encountering a serious problem when using Blender.  When I am simply looking around the scene, Blender runs just fine, at around 60fps.  However, when I am either editing an object, or just moving an object around, it drops to as low as 1.5fps.  I have not encountered this problem before, especially not to anywhere near this degree.  Anyone know how to fix this?

Are you using any vertex groups by any chance?

No, I am not using vertex groups.  It's just suddenly happening with all my projects.  EDIT: No, it's just happening with a single project.

Ok, it only happens with these two specific objects, and I can't seem to figure out what the problem is.  They are NOT dense in polygons.

Ok, I think I found the root of the problem, it's the collection the object is in.  Moving any object in the collection causes lag.


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How can I colour/paint my object?
Very very very new to blender but is it possible to colour different parts of an object? (.obj import from fusion). if so; how do I change the colour of different areas of my object?

Does this answer your question? Add different materials to different parts of a mesh?

Kind of? I don't know how to pick the bits that I actually want

The author specifically mentions painting in the title as well, which is a whole different category from assigning materials to different parts of a mesh. For painting, specifically, one will need to research UV editing and texture painting.

Yes, the word "paint" is in the title. Sorry, if I missed that but in the text of the question there only the verbs  "to colour" and "to change the colour" which means to change colour. It's misleading and if this question is really about texture painting then it should be edited and clarified.

No need to apologize. I'm commenting for benefit of informing the author, not for the sake of criticizing those kind enough to provide answers.

Select your object, and go to the shading tab. Press Shift>A and then click Texture>Image Texture. Press new on the image texture node and put the resolution. (It's 1K by default, so click and drag down on the dimension values and multiply by 2,3,4,5 however high res you want it.) Once that is done, connect the dot in front of the clour input in the image texture node into the dot before the Base Colour input of the Principled BSDF node (You can connect the dots by clicking on one and then dragging it on top of the other dot you need to connect). Once that is done, switch to the Texture Paint tab. In texture paint you can press Alt>S and specify a file folder to save your image. If you don't do that and close blender even after saving the .blend file, your pianting will be lost. Make sure to paint directly on to your mesh. To paint just select a colour and start painting. The rest of the features can be learned by tutorials on platforms like YouTube.
Note: I reccomend that you watch a UV-Unwrapping tutorial on YouTube and UV Unwrap your mesh before this procedure.

Ah, ok I'll look into it. Thankyou!


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How can I voiceover in blender video editing?
I am beginner in blender. But I am using blender. Because blender is free for all. I am a premire pro user but I love blender for their good functional option in blender. I can not voiceover in  blender video editing. Do you have any solution? I want voiceover option in blender. Also need voice editing option in new version. Please make voiceover option in blender.

it looks more like a request than a question, maybe ask here: https://blender.community/c/rightclickselect/

If this is because Blender is for free, use Audacity, is also for free and for audio editing


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How do I see all vertices in edit mode?
I have a simple example: start a new project, go into edit mode, click the cube, click Modifiers, and add a "Subdivision Surface" modifier. If I up the "Levels Viewport" above 0, I should start seeing new vertices, right? I see none, but I can get them to show in Object mode. What am I missing?

Related https://blender.stackexchange.com/questions/146325/adjust-edit-cage-to-modifier-result-what-does-this-do-with-mirror-modifier

This is because of what modifiers are. They take the existing thing, and do a “last minute” operation before rendering it. This is great for deforming things in animations or doing a basic change (like beveling) that you may want to tweak much later without going through 32 Undos. The mesh’s actual data will not change unless you apply the modifier. You can turn on “show in edit mode” on the modifier header, but it will still have a ghost overlay of the actual mesh data you are working with.

This makes sense. Thanks for the very clear explanation!


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adding image material to irregularly shaped plane
I would like to be able to add an image to an irregularly shaped plane.
I have an imported svg ...

transformed to geometry (plane)

an image ...

and I want to apply an image texture (preferably via nodes) ...

I've tried marking seams and unwrapping with mixed success though the process seems too convoluted and requires a lot of manual work within the uv editor recreating the face.
Part of the problem is ignoring the transparent pixels of image texture and only applying visible pixels to shape ... is that possible?
eventually the face will be displaced with another raster (dem) image which I have working fine in the context of a rectangular shape ...

any kind of help would be greatly appreciated.

okay, a bit embarrassing, tho the generic way (without geometry nodes) is working fine now ... no idea how I screwed up ... but if anybody could show me how I can automate uv unwrapping within geometry nodes?

Issue resolved, tho would be nice to have an answer for automating this, ie purely geometry nodes.


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How to add an image with transparent background to a textured wall?
I want to upload an image with transparent background to a textured wall. How do I do this?
My image is a hieroglyphic inscription, which has a transparent background edited in Adobe Photoshop.
The wall is a mesh that has a Sandstone Texture added onto it.
I want to add my image on top of this wall, without taking away the wall's texture.
Pretty much like a graffiti.
The issue I have is this: when I add my image to Blender, the background isn't transparent, as it should be.
How should I proceed?

That's the old Blender. Is there a guide for the new Blender? When I add an image with transparent background, it doesn't show as transparent at all.

Still the same, You're welcome. Related for Eevee (if that's your issue), https://blender.stackexchange.com/questions/160362/blender-2-8-png-image-is-not-transparent-even-with-alpha-blend-and-alpha-nodes and https://blender.stackexchange.com/questions/193080/how-can-i-make-an-image-plane-have-transparency-in-eevee-with-nodes

The link that @brockmann gave you holds all the information you need. Especially the explanation of alpha channels and mixing materials with a Transparent BSDF shader does what you want. There's also a section describing it for the Principled BSDF shader. It still works in recent versions of Blender.

It works now, the reason it didnt work is because the image i was using didn't really have a transparent background. Thanks a lot :)


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How to render shadows only in 2.91
I have finished a building, and I'd like to render it in Cycles:

As it is with shadows: I know how to do it. I've done it and it looks great.

As it is without shadows: I know how to do it, I just untag 'Cast Shadow'.

Only with shadows: I don't know how to make the mesh dissapear from the render and render only the shadows. This is where I'm struggling. I tried to find help online but they're all old guides from a different version of Blender. I also found ways to do it with Nodes, but the question is: Where do I set up the node system? In the World, Object or Line Style? And how, because if I set it up on the World it will overwrite the other nodes that I use for texturing.

Thanks for the help!

If I remember correctly you can set it to render separate passes. Here's a similar question from stack exchange https://blender.stackexchange.com/questions/28740/how-can-i-render-all-render-passes-to-files-in-cycles

View layer, light part, check shadow and get it in the compositor from a render layer node. https://docs.blender.org/manual/en/latest/render/layers/passes.html and https://docs.blender.org/manual/en/latest/compositing/types/input/render_layers.html

Hi lemon, I found the way to get to the render layer node, but it doesn't work the nodes im using to render only shadows


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Line texture becomes a solid colour when switching to cycles
In the Eevee renderer and in the material preview, the texture seems normal but when I change to cycles, the texture becomes a solid colour. Here is before:
And here after:
And the texture looks like this:

Can anyone help? Thank you.

Hello. Could you add a picture of the shader node tree?

@lemon https://ibb.co/1Z2CJcg

That does not help so much (for me). Can you upload a file with the glass part (with textures packed)? Please use this http://blend-exchange.giantcowfilms.com/ and paste the obtained link here.

I don't get this. I tried doing it on the glass file and it worked but not on the initial model (??)

Yes I've just seen that. Maybe there is another object that reflects on the glass?

There are several glasses (five), is that wanted?

There are only supposed  to be 3

I also found out that in the original model, there was a some sort of duplicate texture that I can't seem to get rid of. I tried unlinking some textures, deleting meshes but nothing worked.

Forget it about the five: yes three... There is custom normals, you can try to clear them (not significant with the glass alone). Or upload all the model?

Because blend exchange only supports files under 30mb, I sent you a google drive link: https://drive.google.com/file/d/11ry3ZTUw0gL5WabFRbjd1mV5ItkT0H24/view?usp=sharing

What? Ok, I downloaded Google Drive and it randomly fixed itself :/

I see... that will stay a mystery, maybe : )

Though, there is effectively 4 parts for the glass this time.


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Why is the shader editor stuck on 1 material?
I have been working on a car model but just now I found that the body material is still stuck in the shader editor when I was working on something else. The selection drop-down menu is completely greyed out and I can't do anything to fix it. I tried exporting the FBX file and saving it as .blend but nothing worked. Can anyone please help? Here is a photo for reference:

The push pin button is enabled on the Shader Editor View.  This locks the view.
[       ]
Please disable the the push pin to allow the view to synchronize with the current object selected. ⛸

Why a link to manual is a bad thing? Also the button/icon is a "pin" (pinning) and the shader editor is not a view rather an area...

You're welcome... Downvoted regardless, reasons in first comment.


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car model is deforming on follow path curve
I have just started learning Car rigged animation by watching this tutorial ( https://www.youtube.com/watch?v=8EQoi4JlCbc&list=PLwOTLVdj6xMb6c-UQltK1Loru0kgJ1BQv&index=3 )

the car on the path is deforming at curved areas. Can someone please tell me the solution or another quick shortcut to animate a rigged car.

Although for prior versions of blender, checkout the car rigs of ROUBAL http://3d-synthesis.com/tutorialsenglish.html  hand info in tutorial pdf http://3d-synthesis.com/tutorials/Cars&TrucksAutodriveSystemV7-1-1.pdf  Basically Instead of feeding your car down the curve make a mesh to do this and constrain your car to it. Similarly to https://blender.stackexchange.com/a/133032/15543

..or send an Empty down the curve, and parent your car to it


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Problem with two normal maps on different UV's
I tried to combine two normal maps - each with it's own UV map.
But I noticed the problem. When I rotate an UV island on the first UV - it is shaded as it should. But when I am rotating an UV island on the second UV, it breaks normals.
I noticed that normals are working only for active layer. It looks like it is shading the second normal map the same way it shades the first one, even though the second one is rotated. Thank you!

I think I found what was the problem. Please correct me if I am wrong.
I did not set the UV map on "Normal Map" node. When I set it to correct UV map, everything works. Also... even if I do this - it only displays correct UVs when not in Edit Mode, so if someone have this issue, be aware of that.


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Help with overlaping duplicaded mesh issues
im still quite new with blender and 3D in general. I sculpted this armor for an academic project.

And now im trying to texture paint it, but wille i was starting to paint i noticed that some parts were getting the color and others dont, and i found out this detail witch makes me believe that there are 2 meshes overlapping somehow. I already tried to ose Merge by Distance and it didn't work. Can it be saved?

Did you try checking in object mode if the two meshes are duplicated? You might've accidentally duplicated your mesh in object mode instead.

ya that is my guess, in object mode i see many vertex where they shouldn't be =/
How do i fix this?

To do that, go to oject mode, and then select your texture paited object, and then select the object that is not texture painted. Then hit X>Delete. If you have more than one duplicated object, then you will have to select your texture painted object and then hit Ctrl+i to select inverse. Make sure you haven't selected any other objects except the ones you wan't to delete, or deselect them. Then delete the overlapping objects.


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How to make riped cloth?
I'm new to blender and 3D in general. Im making this armor for an academic project.

The part betwen the legs is supposed to be a cloth like object, and i would like to make it look like old and a little ripped apart in the edges.. I dont realy know a way to do this, any advices on how to make this?
Thanks in advance.

Hello, maybe show some pictures, I guess the solution depends on the level of detail and realism, because it could be modeling + material + even hair, etc...

You might try mapping the cloth and applying a texture with alpha where the rips would be, and you can get a lot of detail without modelling where it would be frayed around the edges etc. But like moonboots said there are different approaches depending on the level of realism you want to acheive.

Here is a few exaples what i would like to do:
https://www.pinterest.pt/pin/335799715973757665/
https://www.pinterest.pt/pin/335799715970884686/
https://www.pinterest.pt/pin/335799715965362927/
im focusing more in the ripped cloth part, i actualy found a tutorial, but its quite old and it didnt work for me =/
tutorial: https://www.youtube.com/watch?v=sbiuwaJ6PT4&t=806s

Here's one way. Assuming you are using a texture file like this with transparency (alpha) for the ripped texture.

Select the banner vertices on your model. In UV Editing: open your texture file with the ripped banner, U Unwrap, position your faces atop the image, Set this vertex group as a UV Map.

With our banner selected, in the shader editor set up a texture for our banner like this, add a new texture, Shit+A to add nodes. Calling the image file with an Image Texture and specifying your UV Map in the UV Map or Texture Coordinate node. Don't forget to connect the alpha to make the ripped and tattered area transparent.

You'll probably want to add more geometry to the banner so it hangs more naturally. Note the banner in this method has no thickness only flat geometry.
Hope that helps.

yes, the drawback is that you can't add thickness to the cloth.

thanks that realy helped!!


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When Selecting Vertice in Scripting, it isn't registered as active
I'm trying to select all Vertices along a specific edge
obj.data.vertices[x].select = True
bpy.ops.object.mode_set(mode = 'EDIT')
bpy.ops.mesh.select_axis()

Whenever bpy.ops.mesh.select_axis()is triggered it tells me
Warning: This operator requires an active vertex (last selected)
{'CANCELLED'}

Even though they come up in the editor as selected.
It needs to be done programmatically but selecting a Vertex in blender then doing bpy.ops.mesh.select_axis() does exactly what i need it to do.
Any ideas? I appreciate the help :)

Selected and active are not the same thing.

@ZargulTheWizard Ended up fixing it, Just always assumed an Active Vertex was the last Selected one automatically


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Where I can find "Roughness" in Properties tab > Material? (Blender 2.79)
I am trying to find "Roughness" property panel in blender 2.79, but i am not able to find it. (Task is to make the reflection in the window cleaner)
Does this panel exists in blender 2.79 or not?

Hello :). Roughness is a part of the Principled BSDF shader. It is indeed included in Blender 2.79.

Yep, but also make sure that you are switched to Cycles renderer.

How to take a screenshot Please don't post photos of your monitor, these are hard to read because we can't tell if we are looking at a reflection, a screen artifact or an actual issue with the model.


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(Cycles only) Motion blur is not working in cycles but is working in Eevee
I have an issue with motion blur in cycles. I imported this alembic file from houdini and tried to render it with cycles but the motion blur isnt working. I  have attached the screenshot of motion blur settings below.

But the motion blur in EEVEE is working flawlessly

Heres the motion blur settings in Cycles

Can someone please help me out with this issue?

Same thing happened to me, I fixed it by deleting velocity attribute and changing Vel unit to Frame.

what worked for me was to press ctrl + Enter to render it out. apparently the velocity blur isn't visible for viewport render, you have to "render image" or render to disk for it to work.
Also I left it at "frame" instead of "seconds". I left deformation blur "on" on the object level in blender and also left the steps at "1".
Mine was a vellum simulation in Houdini with consistent point count.


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Base Mesh changes back to its original form after switching to object mode
I downloaded the free RoyalSkies Male Rig from his website just to play around. I made the character less buffed up with proportional editing but it reverts back to its original form after switching back to object mode. How do I fix this issue?

Because your object has shapekeys, you have a shapekey selected and therefore you're changing this shapekey, you're not changing the original shape, which is on the top of your list and which is called Basis. If you want to make any change to the original shape, select this shapekey called Basis. If you want to save the shape you've created and make it the basis mesh, go into the dropdown menu on the right (down arrow) and select Move to Top. To make any shapekey appear in Object mode you need to tweak the Value, under the shapekey list.

Thank you! Its working perfectly now


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How to get pointy cone of light in volumetric object
I'm following this short tutorial: https://www.youtube.com/watch?v=JzCkohRpRQU
In it, his cone of light has a very sharp beginning of the cone, but mine starts off very round. Could this be because of a difference between the Blender versions? I'm pretty sure I copied all the settings like density and cone size.
My blend file: https://pasteall.org/blend/5a732eea0e9c420b8d4175ae6138e0a3
Here's the comparison, his vs mine:

Lower down the light Radius value. I think it was the Size value in the version he uses.

Wow completely overlooked that one..thanks


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How to add relief to this cookie
I'm modeling a cookie, but was wondering how to add the relief to the chocolate..I read there's multiple options, like bump and normal mapping, but I'd prefer to try and do some real displacement instead of rendering 'magic'.
Should I model this myself somehow? Or can I use the example image to do some work for me?

If you have a displacement map, you can use that map in a displacement modifier to deform the real geometry.
If you don't have a map nor the model, then you have to make either one of them.
Manual modeling can be a bit more tricky because you have to handle the topology.
As for the map, you can maybe find it online, or use a software like Materialize or AwesomeBump to generate a displacement map from your photo, and then you only have to make sure you have enough subdivision for the displacement modifier to make effect.

I don't have one, just the example image..so should I make the map myself? Won't that be the same as modeling it?

it's not exactly the same, if you don't have a map nor the model, then you have to make either one of them. Manual modeling can be a bit more tricky because you have to handle the topology. As for the map, you can maybe find it online, or use a software like Materialize or AwesomeBump to generate a displacement map from your photo, and then you only have to make sure you have enough subdivision for the displacement modifier to make effect.

thanks, I'll check out that software, or dive into making my own displacement map


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small hole in model with bezier curve and solidify
I'm trying to model a cup using a simple bezier curve, and then using (in this order) the screw, solidify, subdivision modifiers.
This leaves a tiny hole in the bottom though, should I change my curve or modifiers? Or do I need to 'plug' this using some sculpting?

It looks as if the origin wasn't exactly at the 3D cursor when you used the screw modifier.

I fixed it by switching solidify mode from 'simple' to 'complex'. All smooth now!


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Don't understand which command is used in video during modeling
At the 2:50 mark in this video, https://www.youtube.com/watch?v=CVPWkswbRqQ, a vertice is selected and then becomes a face. It happens really fast and I would like to know which command is used here?
Is there any clue in the interface that I can see what was pressed? The keys aren't logged onscreen unfortunately..

On YouTube you can pause the video and use comma and period to move single frames in either direction.  You should be able to see the operator panel in the bottom left.

@AllenSimpson: why didn't you say that 1 year ago?!? i found out that some weeks ago...and it would have been so useful.....

It was the bevel command, so another mystery solved..


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How can I fix this topology problem?
How can I fix this topology issue? It looks like it's because the vertexes are not aligned on the plane?

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

looks like overlapping faces/vertices. share your blend file https://blend-exchange.com

Definitely overlapping or duplicate geometry, I'd say.

Try Flatten in the Loop Tools addon


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How can I bend the black bands inward as they reach the end of the cylinder
I have a cylinder with a wave texture that gives the bands you see. I want to be able to bend the black or white bands inward as they reach the end of the cylinder, as shown with one of the bands with the red markings in one of the screenshots.
How can I achieve this?

Use a coordinate vector that is made of:

Object X * (1 - Generated Z)
Object Y
Object Z


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Why are parts of my mesh see through?
I have a simple mesh that, no matter what I do, displays certain faces as transparent:

This is just modeled from an image plane. Backface culling is off, normals have been recalculated and flipped, x-ray is off, but I can't get rid of the issue.

In the Materials section, under "Settings", check and see in in "Blend Mode" if Alpha Blend is on. You can either choose to disable Alpha Blend or you can Disable "Show Backface". See picture.

Thank you! That was it!


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How to align object pivot to selected points or edges?
In the image on the left, I have selected two points and their pivot is positioned and rotated the way I need it
How can I make the object pivot align as well?

You can create custom orientation.

Select some vertices and your desired orientation (Normal in this case)
Add it as a custom orientation through Transform Orientation menu > +
Your custom orientation will now apply to all objects (you can change it in the list)

I did just that. got the picture on the right.
but the local origin is rotated incorrectly,  the image on the right shows (I need it to be rotated relative to the two selected points or edges)

Thanks for letting me know, I edited the answer :).

if the edge (between two selected points) is not parallel to any world axis? (in this case, the 3d cursor does not rotate relative to the common normal of the two points)...
how to align the 3d cursor relative to this edge?
that's the question... I understood how to place the cursor somewhere and then change the local origin
I'm sorry, I guess I can't make my question clear

No problem :). Please try to rephrase your original question, so it's more clear. Do you want to move object pivot point, or the 3D cursor? Also, please specify what you mean by align 3D cursor relative to edge.

Sorry, I didn't see the updated image right away. The method you specified suits me. Thank you for your help!

Happy to help :). You can now mark the answer as accepted ✓ so others can find it easily.

https://youtu.be/Sd_1DQCBqtk
with your help, I was able to do what I wanted. but I don't know if the best way is out or if there is a shorter way.
regarding my original question - I wanted to get an object origin that is aligned relative to any points or edges or polygons. to put the object on the plane as a result.

Hey there :). I'm afraid snapping in Blender is seriously underdeveloped. Here is an older Blender thread and it seems there isn't a better way currently. Good luck with your project, anyway.

ᴊᴀᴄʜʏᴍ thank you again! I couldn't have figured it out without your help, and it took me a long time to find a solution. Good luck!


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I need help with baking
since i'm beginer i've been following tutorials of blender guru. Right now i'm on the Anvil series and i got badly stuck.

This is the first thing that happened to me after the baking. So i was trying to flip normals. That didn't do anything. For the baking i had 2 anvils, one for sculpting and first as original low poly. So i applied subdivision on low poly anvil as well and then tried again. But then i got this.

I'm lost, i'll be still googling but if if anyone knows, please help me.
Thank you in advance.
Tutorial video: https://www.youtube.com/watch?v=0r-cGjVKvGw

You should've specified what issue "this" refers to.
Anyway, assuming your issue is that you're seeing polygon edges in your normal map, your mistake was not changing the shading from flat to smooth on at least one of the two models.
Set both models' (low and high-poly) shading mode to smooth and then bake again.
Those awful edges should disappear from your normal map altogether.

I'm sorry about that. Yes, my issue was seeing those awful edges. The smoothing helped, thank you a lot.

If the answer solved your issue, please learn how to accept it @Eporomis


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Problems with solid & wireframe view (only piece of object visible)
Please see attached screenshots

Youcan attach your .blend file. Maybe it is a bug. Or try swithching to camera view in the right panel. Before that remain in front orthographic and go into rendered view.

Well, it looks like a bug. Rendered view and material preview function works normal while solid view and wireframe view show only a portion of the object. This problem appears in normal view as well as camera. Project renders normally. How Can I attached file here?

It's not a bug, it's normal behaviour when faces are hidden, see my answer below.

I've tried, the suggestion below was great, but it's not this... unfortunately

Please add more text information to your post, or add the blend file or part of it.

It looks like you have hidden the faces below the top, which means, in Edit Mode with the bottom faces selected you've hit the H key to Hide Selected Faces or with the top faces selected you've hit Shift+H to Hide Unselected Faces
In the left window you've set the shading option to Rendered, then even hidden faces are visible. To let them reappear in Solid Shading (i.e. the right window) hit Alt+H to Reveal Hidden Faces.

The very good try, but nope, Tha't not it;(

I've moved all the collections to new file and everything seem to like normal, but still i don't know what's the reason behind this problem.

If that's not the problem here, please consider uploading your file here for closer examination: https://blend-exchange.com/

Looks like you have hidden vertices. Just go into edit mode and press Alt + H

unfortunately it's not this;/

Can you upload the blend file? It's pretty hard to find the issue with just a screenshot.


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How to align 2D UV map for wood slat ceiling
Forgive me if this has been answered before, I am trying to align a UV map for a wood slat ceiling as you can see in the bottom image. I have tried aligning the UV map manually by rotating 90d but the slats don't align properly. What am I doing wrong?

Maybe a screenshot of your UV Editor would help to understand where the problem comes from.
Here is a try, I've unwraped the mesh, aligned the 2 parts and inverted one with SX-1. The small problem is that the planks may look a bit the same:

A solution would be to shift the UV a bit, it will work fine if all your planks have about the same width, otherwise they won't align anymore:


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Difference of my object between edit and object mode
I'm learning to use Blender, for plan drawing by design projects. I'm very new in this program and not familiar with 3D design.
I was working in the Edit mode for quite a long time and then switched to the Object mode. My object was totally different, but the render from Edit mode was still OK. I made quite a lot of "intersect-knife" by working on my object and I think this destructured my drawing. But can somebody explain this (look screenshots)?
Now, a few minutes after this screenshot, the entire drawing in Edit mode is like this one in Object mode. Strange or not?

you've given a Displace modifier to your object, it changes its appearance, disable it

It seems that you have not checked the button  show the modifier in edit mode.
if you check that  you will get the same result in edit mode and object mode.

It's the displacement modifier that is causing the issue. The output of the displacement modifier is not visible in edit mode, but when you switch back to object mode the mesh looks weird. Just delete the displacement modifier if you are not using it.
Some Screenshots:


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Where can I change the color of the parts marked in red?

Where can I change the color of the parts marked in red?

Basically every styles you want to change can be found in Themes panel.


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spiral made of words/text using bpy
im looking for some help on using the code (already working blender 2.9.2) to trace/create a column using a .txt file providing a list of words. Around 100 words.
Ideally the words should create a spiral like this one:

No need to have a visible spiral structure, floating words suspended should be ideal.
So far I have this code:
import bpy

f = open("/Users/sust.txt", "r")

y=0
x=0
z=0

for line in f:

    t1 = bpy.data.curves.new("message", "FONT")
    o1 = bpy.data.objects.new("message", t1)
    bpy.context.collection.objects.link(o1)
    o1.location = (x,y,z)
    t1.body = line
    t1.offset_x = 0.1
    t1.offset_y = -0.25
    t1.shear = -0.5

    t1.extrude = 0.4

    x = x - .05*t1.size
    y = y - -5*t1.size
    z = z - .05*t1.size

The code above traces a slanted column of words taken from the sust.txt file
Any hints or help appreciated!

and how should the words be placed along the spiral object..? here's a basic option with Geometry Nodes, I used Edit > Text to 3d Object to populate a collection from a text editor window...

Thanks for answering. Unfortunately  I cant open the file. Blender 2.9 here tells me file type not supported.

that's because it's a 3.1 file... see you can have both versions installed if you don't want to update yet... and you can do it with code, here i changed your file but miss the resample node that helps keep distance constant between words... i somehow compensated for the vertices being too close in the narrow part of spiral, you need to play with values... it's a 2.93 blend

I would 1) create a spiral with the curves extra objects add-on. 2) Read the entire text file into a single string and use it as the text for a Text object. 3) add a curve modifier to the text object.  4) Hide the spiral from view and from render.  If that would work, I can write code to do it.

If you want your spiral object to look something like this:

You can use the code below.
It uses a built-in add-on, "Add Curve: Extra Objects", so be sure that's enabled.
Step by step, the code

reads the text from the file, creating a single long string, replacing the new line characters from the file with spaces.  (I didn't bother to remove the final trailing space, but that's easy enough to do.)

creates a spiral curve. The arguments for this are not well documented, so to get the settings you want, I recommend creating a spiral curve by hand, playing with the last operate adjust panel to see what the parameters are and modifying my call to bpy.ops.curve.spirals with the arguments that suit your needs.

hides the spiral curve from both the viewport and the render.

creates the text curve, and effectively rotates it 180 degrees on the Y axis so it won't look like a mirror image.

sets the text of the curve object to the string from the file.

adds the modifier to the text object and sets it to follow the spiral curve.

It sets the text of the text curve to the string read from the file.

import bpy

# Read the file into a string
file = PATH_TO_FILE_CONTAINING_TEXT

def file_to_text(filename):
    with open(filename, 'r') as f:
        contents = f.read().replace('\n', ' ')
        return contents
string = file_to_text(file)

# Create the spiral
bpy.ops.curve.spirals(turns=3, edit_mode=False, dif_radius=1.98, dif_z=1.4)
curve_object = bpy.data.objects['Spiral']

# Hide it
curve_object.hide_viewport = True
curve_object.hide_render = True

# Create the text object
bpy.ops.object.text_add()
text_object = bpy.data.objects['Text']
text_object.scale=(1,-1,1)

# Set the text to the string from the file
text_curve = text_object.data
text_curve.body = string

# Add the curve modifier and set it to use the spiral
text_object.modifiers.new('curve', 'CURVE')
curve_modifier = text_object.modifiers[-1]
curve_modifier.object = curve_object

Hey Marty, thanks for your code and help! It works here, I have just to fine tune the turns of elevation and put shorter words or just puntuation marks at the very beginning of the .txt file to avoid getting jammed words at the start of the spiral.

@funkz you're welcome.  Glad I cold help.


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Rigid Body animation just falling (not colliding)
I have followed this tutorial at the end of the video to a T and when I play the animation, the bullets just fall straight to the ground and land with literally no change. In the tutorial they start to "float" in different directions as they fall which makes them scatter once hitting the ground. I have all the settings exactly the same so no idea where I went wrong. Any ideas??? See photo of after I play the animation.
This is the tutorial. Fast forward to about 2 hours.
https://www.youtube.com/watch?v=g2U0MiZSV9A

Seems to be the same question here: https://blender.stackexchange.com/q/211765/107598 the answer works but it's still a mystery why it doesn't work like in the tutorial video

Does this answer your question? randomize falling pattern of an array


text:
Loop Cut and Slide is altering other Edge Loops
My question is about Applying Loop Cut and Slide and that it is now moving the other Edge Loops to space them out but I want to preserve them as I do normally.  I know I have altered something here but I cannot figure out what obvious thing I am missing and why the other existing edge loops slide along away from the new edge loop.  Normally I can place new edge loops to define an edge or create more without modifying the existing shape.

maybe you've enabled the Proportional Editing option?

Hmm its off/unselected, its something not on the Tools Settings Toolbar I think.

could you please show a screenshot/animated gif of what's happening?

https://media.giphy.com/media/7nXOvj8GUne7WtswBp/giphy.gif

Disable the On Cage option of your Subdivision Surface modifier, for the moment you see the edges as they would be if you applied the modifier, and if you move an edge it will move another one:

Oh of course!  Im an idiot.  It is that.  Youre a genius, thankyou :)


text:
Selecting an object results in double outline and object doesn't move
When I select an object in object mode the object now gets outlined with 2 orange lines as opposed to just one.  Moving the object moves the outline and not the geometry.  To move the geometry it seems I now have to choose 'Set Origin'.  How do I get Blender back into normal object selection and transform mode?

This is a known issue caused by an unsupported GPU (more likely), or out of date drivers (less likely). Check here to make sure your GPU is supported, and if it is, update the drivers. - https://code.blender.org/2019/04/supported-gpus-in-blender-2-80/

You have saved me hours of grief.  I had installed Blender for my son and it was working for a couple of days when this happened.  I had assumed that he changed a setting and I was hunting through all of the options for selecting and transforms (I don't know Blender so I was struggling).  I did have to start Blender on the machine using the GPU workaround but wasn't suspicious of that since it seemed to be working fine.  Thanks for your help!


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Mesh -> Math Function: Edit Dialog
How do I pull up the Edit Dialog after it closes?  I have enabled Math Functions and it works fine; however, after I initially enter my settings in the dialog ("Add Z Function Surface"), the dialog disappears.  How can I pull up the dialog to change my settings?
I am using Blender 2.90.1, Windows 10.
Thank you in advance!

Does this answer your question? How to edit Parameters for an Object after it is created?  and  https://blender.stackexchange.com/questions/154699/editing-a-primitives-values-after-initial-placement

Hello #batFinger, No my question has not been answered.  I do not know why it was closed.  I followed the link that said my question had been already answered; however, when I followed the steps the behavior was not as described.  Pressing F9 only brings up the last thing I did not the Math Function edit dialog.  This is very disappointing that I cannot find the correct answer and apparently am not allowed to ask.

Edit the question with details explaining why it is not a duplicate and it will be considered for re-opening. However even comment above is describing how blender works, you cannot go back and change operator properties once an object is created and you have used another operator. ie if the F9 (Adjust Last Operation)  i  is not math Z surface then you will need to create another.  The dupe clearly states "If you want to modify the last tool you have to do it before using another tool."

Hello batFinger, If I create a Mesh using the Math Function and set it just the way I want then I duplicate the Mesh I am unable to change the Math Function parameters.  F9 will bring up the duplicate.  All that I am asking for is how do I bring up the Math Function Edit Dialog not the last tool that I used.  I do not know how to re-word it.

Yes as explained.  Dupe is another tool. After create one, Instead of duplicating run the math function again. Will have the previously used properties.


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Compressing concentric cylinders with relative position unchanged
I would like to use softbody physics to compress concentric cylinders. However, the inner cylinder deformed out of place. I would like to keep the relative positions between inner cylinder unchanged, meaning they are still concentric after compression. I tried  to flip the normals of the outer cylinder to be inside, it seems not reacting with the plates anymore. I tried to perform boolean cut the cylinders first and used the difference for soft body physics. It works for some cases, but not. And the process is a little complicated. Any hints will be appreciated. Thank you.

Could you Solidify a single-skin cylinder instead? You could vary the thickness over time.. maybe even automate that with a weight-map..

Sounds great. I will try it out. Thank you!


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Boolean modifier difference between curved objects not working well
I tried to make difference between the two concentric cylinders. The boolean operation works well for the straight ones. But after I added the curve modifier to both cylinders, and did the difference again. There were some redundant faces left for the large cylinders.
Why did this happen? Could someone give some hint or advice? Thanks!
My file can be downloaded here:
https://www.dropbox.com/sh/l1vw12idg72vccn/AACewT_XSUhBMdP1CqA8L5zsa?dl=0

enter image description here

select your cylinder.005

go to edit mode

select only the end circle of your cylinder

press CTRL-E -> extrude along normals

make it a bit longer with mouse

same procedure on other side

result: (boolean to exact)

Thank you! I have been able to extrude faces a little bit like 0.005, and then merge the edges back. So it looks like original cylinder...Just one more thing, when i import the mesh to Salome, it says there is intersecting mesh..I tried to use "merge by distance" already...


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Duplicating in for loop causes weird multiplication
I am trying to generate roads from curves that i have placed in the scene. I have three curves and a road mesh that I apply a curve and array modifier to through python. I also set the values of the modifiers through python.
In python I loop through all objects in the scene, and for each curve I duplicate the main road mesh and apply modifiers with the new curve as the target.
My problem is that for each road it duplicates the road by an amount of 2 * the previously duplicated amount. So for the first curve it makes one road, for the second curve 2 roads, and 4 roads for the 3rd curve so on so forth.
I am fairly new to blender programming, so I am certain i'm missing something logical, but I can't figure out what.

Finally here's the code for the operator:
def execute(self, context):
    objects = bpy.context.scene.objects
    road = bpy.data.objects["Road"]

    for obj in objects:
        if obj.type == "CURVE":
            road = bpy.data.objects["Road"]
            bpy.data.objects['Road'].select_set(True)

            newroad = road.copy()
            bpy.context.collection.objects.link(newroad)

            bpy.ops.object.modifier_add(type='ARRAY')
            bpy.ops.object.modifier_add(type='CURVE')

            arrmod = bpy.context.object.modifiers["Array"]
            curvemod = bpy.context.object.modifiers["Curve"]

            arrmod.fit_type = 'FIT_CURVE'
            arrmod.curve = bpy.data.objects[obj.name]
            curvemod.object = bpy.data.objects[obj.name]

    return{'FINISHED'}

Thanks!

You don't need to select the object before copying it, so bpy.data.objects['Road'].select_set(True) is redundant.
Instead of that you need to make the newly created object active before calling any bpy.ops to make the op function operate on the new object. But I guess, you can avoid call to ops altogether and simply call newroad.modifiers.new to create the modifier.
So that the modified code will look like this (this is not tested)...
def execute(self, context):
    objects = bpy.context.scene.objects
    road = bpy.data.objects["Road"]

    for obj in objects:
        if obj.type == "CURVE":
            # road = bpy.data.objects["Road"] # Already set above so not needed
            # bpy.data.objects['Road'].select_set(True) # Not needed

            newroad = road.copy()
            newroad.data = road.data.copy() # You might also want to copy the data block
            bpy.context.collection.objects.link(newroad)

            # bpy.ops.object.modifier_add(type='ARRAY')
            # bpy.ops.object.modifier_add(type='CURVE')

            # arrmod = bpy.context.object.modifiers["Array"]
            # curvemod = bpy.context.object.modifiers["Curve"]

            arrayModName = 'array'
            arrmod = newroad.modifiers.new(arrayModName, 'ARRAY')

            curveModName = 'curve'
            curvemod = newroad.modifiers.new(curveModName, 'CURVE')

            arrmod.fit_type = 'FIT_CURVE'

            # arrmod.curve = bpy.data.objects[obj.name]
            # curvemod.object = bpy.data.objects[obj.name]

            # obj is the same as bpy.data.objects[obj.name]
            arrmod.curve = obj
            curvemod.object = obj

    return{'FINISHED'}

That worked! I'm still not entirely sure what wen't wrong logically, but I can see how this method works better. Thanks.

Glad that it worked. bpy.ops operate on the active object and the newly created object does not become active automatically. So I guess, the modifiers were getting created on whatever object was active at the time of executing the block.


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I added textures that I made in adobe substance painter but now my object doesn't react to any source of light

as you can see the object does not get lit as expected

Please check the Scene Lights.


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How to delete all the skin data from a multiple mesh at a time
I wanted to get rid of Armature modifier and also delete all the vertex groups from multiple meshes at a time, instead of going selecting every object and then removing the modifier and then removing all the vertex groups. (Kile in Maya there is an option to delete history which removes everything from the mesh)

may want to run a little script? open a text editor, create a new blank file and paste this, then run it with your objects selected...
import bpy
sel = bpy.context.selected_objects
for ob in sel:
    for vg in ob.vertex_groups:
        ob.vertex_groups.remove(vg)
    for mod in ob.modifiers:
        if mod.type == 'ARMATURE':
            ob.modifiers.remove(mod)

be sure to select only your mesh objects... also to remove all modifiers could link with Ctrl+L to an object with no modifiers at all... and for the vertex groups a single line in a python console would be enough: for ob in bpy.context.selected_objects: ob.vertex_groups.clear()


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Add a label to a beer can?
I'm using illustrator to design a beer can label (6.25in x 5in) and want to add the image onto the beer can. I'm new with Blender and so far i've been able to import a pre-made can, adjust the can's dimensions, and apply the label as an image texture.
I can't figure out how to add the image in the correct dimension onto the can. Currently, the image is being stretched onto the entire side of the can, which does not accurately represent how the can will look. To give you an idea, the beer is being brewed by a small craft brewery and the labels don't take up the entire can's surface.
Can someone point me in the right direction?

hello could you please show some screenshots?

Start by selecting the face with the label in edit mode, then click the UV tab at the top - this will show you the UV map. To make sure you can see the face you're working with, click the little icon in the top left that looks like 2 diagonal arrows pointing in different directions (on a slant), and then put your mouse over the 3D viewport and press Z and select material preview from the pie menu. Now when you select the face with the label on your model in edit mode, the corresponding UV section will be highlighted on the left. Rotate/scale the section (in the UV viewport) to your liking.

You could make the label a separate object, and use the Shrinkwrap modifier to attach it to the can


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De-beveling plane angles
Good evening everyone, I was trying to work on a project while I encountered a problem that I don't know how to solve. I was wondering if it was possible to de-bevel this plane and make the angle straight to 90 degrees. Can anybody help me? Thanks in advance!

Can you add an image of it in Edit mode so that we can see the vertices please?

If you are not using Bevel modifier I don't think there is other way than Disolve unwanted vertices and manually move with G,G along edge with Snap to vertex enabled, than Merge by distance.

I tried that and it worked, thank you so much @vklidu!!

Great if that helped (I forget to mention Alt to extend G/G move, but if it worked you discovered that by your self I guess :)


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ARCHIMESH When adding to object they are so big
I am making a building for my model railroad scale is 1/87
I made the walls and I want to add a door and window
The wall is 11 feet tall which is .0385379 meters in scale
One wall is .05255172 meter long
Other wall is .0385379 meter long
When I Add the Door or windows the object fills the screen and it is hard to scale it down to fit on the wall  is there a way to highlight an area on the wall an place the curser there and then add the image so it would adjust and fit there? I even tried in a new scene and had trouble scaling it down
What is the best approach to do this?
Thanks
Tom

you could first place the 3d cursor to your place where it should be with shift s -> Cursor to selection (by selecting an object or a vertex) and then you can move your object by shift s -> move to selection. scale down quickly by selecting object, s and then 0.0000001 or similar

Can not seem to get it to do that.   The 3D cursor I am unable to get it to the point I want.   I am in edit mode trying this   I turned off the 3D cursor and back on  I was able to cut out a square hole now in my wall but I am still not able to add the window  Still searching for an answer


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How do I turn a mesh into a normal?
So I want to create an item for a game that I play, and the game uses what appears to be a normal map to generate the 3d texture, and then applies a texture over that.
I have a model of a crown that I would like to add into the game, and to do that I need a normal map of the entire mesh. So my question is, how do I turn an entire mesh into a normal map.
This is an example of a helmet in the game (both links are links to pictures):
The game files are .dds, but I changed them to .jpeg so they can be viewed.
helmet texture
helmet normal map
Thanks a lot,
Lance

You can bake a normal map, but you still need a 3D model that it's applied to (it's not a replacement for the model). Commonly you have a high poly mesh that contains geometric details that you want to apply to a low poly using a normal map making it look like it had the geometric details, but it's just a texture.


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new Blender version 2.8 not working on win7 64bit
I have downloaded the new version of Blender 2.8 on my desktop I can see Blender starting up a gray window opens and then just shuts down.

Check system requirements before installing . That goes for any software.

The minimum requirements are documented here: https://www.blender.org/download/requirements/ If your hardware fulfills the requirements, try to update your graphics driver to a more recent version.

Yes. I have the same problem. I think that it may be the intel graphics card. If you update it to support of openCL 3.3 or more recent, then it should work.

I resolved this issue on a pc x5675 older system, by installing blender 2.81 experimental.  It may have some extra bug fixes that may help you. Apparently the release for stable is in November.


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Need help with modelling a cylinder with a piece cut out?
I need to model a cylinder with a piece cut out (a quarter of it), but I can seem to get it with nice edges:
Test 1: Even with the a bevel added, the middle part is distorted.

Test 2 Added more mesh to the top to 'fix' it, but the mesh at the bottom is ruined.

I think this topology doesn't work too bad. You'll have to move a bit some edges to prevent a bit of pinching, I don't know if it can be perfect with an only 12 vertices cylinder though.

this topology looks great. How did you get the topology for the bottom corner? Do you bevel and the use 'knife' to cut?

you need to create bevels all around, then create an additional horizontal edge loop not to far below, then use the knife or just join the vertices with J.

You can bevel it in two passes:

Make sure to alt select the inner edges so that the selection reaches the center and most outer parts.

I'm not sure if I entirely understand the problem, however here is what I would do before bevelling the edges:

remove duplicate vertices (in edit mode choose vertex select mode, select all, right click[*] and choose merge vertices by distance)
recalculate normals (in edit mode press SHIFT+N)
apply scale (in object mode press CTRL+A and choose scale)
add "Edge split" modifier
bevel the edges in edit mode and try out the different types of outer and inner miter. You can find those if you expand the little window that appears on the bottom left after applying the bevelling

EDIT:
Also add more bevel segments.
[*] If you are still using blender 2.79 or 2.8 with right-click-select then you can access this menu by pressing W. Also, "merge vertices" is the name in 2.8 but in 2.79 it was called "remove doubles"

Hi, thanks for the response. I did try all of the above before coming here. including 'auto-smooth', 'mark sharp'.
my hunch is that there is something wrong with the mesh flow, when it bevels, it creates triangle at the corners. But I can't think of any other way to model this shape.

Possibly this method. Here is the topology


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How can I light an object for a turntable animation?
I need to make a turntable animation for an object, but I am not sure how to light it to get a consistent light all around? What is the best way to approach this?

One method is to add multiple spotlights surrounding the scene:

Since World light comes from all directions, Another method is to change the world color and increase the World light strength:

You can also experiment with different types of lights and angles to get the results you are looking for.
Here is the Wolrd lighting + 4 point lights plus a 3d mesh put in the middle:

Each light is 150w and the world lighting is pure white with a strength of 0.4.

Hi there! thanks for the response. Will definitely try this out. But it appears that Suzanne seems a little washed out? Would it be better to do a normal 3 point light set-up (or what not) and then parent it to the empty?

Hi, I updated it by putting the World lighting + 4 point lights at the bottom of the original post.


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How to light an object consistently? Like a matcap
I’m attempting to make a turntable animation of a toy-like object. The video will have a transparent background. I’ve tried studio lighting set up, but without great result. I am looking for a lighting setup like how the matcap looks.

You could use the Workbench render engine and set the lighting to MatCap? It's also possible to create a MatCap shader in cycles but that would probably only get you the same result but slower.

@kay combobulate as KacperYZ asked - some reference image of desire result would help to offer something otherwise Jackdaw is right - I was in process of writing, sorry here

Matcap Material

Matcap Material + Your Texture (here as UV_Grid)

Workbench

Both examples here...

Could you provide some screen shots?
I think about creating great uv sphere that could surround your scene (somethink like hdr but with consistant light) You could do that by applying emision material to uv sphere


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How do I get this skin-like texture in cycles?
I would like to make a skin like texture that's like this. How do I do it?

It looks like something you could get with a noise texture and subsurface.

Hi :). What have you tried so far and where exactly are you stuck? This site isn't meant for full tutorials.

As TheLabCat says, plug a Noise Texture into a ColorRamp with the 2 tints of skin color, plug it into the Subsurface Color input of the Principled BSDF, set the Subsurface to 1, increase the Roughness value, decrease the Specular:


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Principled Shader Material Stretching
I am trying to apply a principled bsdf material to an object. When I made the object in 1m x 1m, the material looks great. After stretching the object and apply its scale to 10m x 1m, the material becomes stretched.
1m x 1m:
[
10m x 1m:

Node setup:

Notes:

Scale has been applied
There are no image texture

Use "texture coordinates" node with object or generated as input for the noise texture. Probably you've a UV map that is use by default here.

@JachymMichal, yes you are right, of course. Object coordinates...

@JachymMichal, it's not a bug, it's a feature ;) According to the doc : "Range from 0.0 to 1.0 over the bounding box of the undeformed mesh"

@thibsert Oh thanks, guess I never got to reading that part carefully :).

If not supplied a Texture Coordinate node, Blender's procedural textures default to using Generated coordinates. These put X,Y,Z = 0 at the minimum XYZ of an object's bounding box, and X,Y,Z = 1 at the  maximums. So if the object's dimensions are not equal (scaled or not), the texture will be stretched.
You can transform the Generated texture space in the object's Data tab > Texture Space panel, but it's more common to add a Texture Coordinate node, and  explicitly put the texture into the Object's own space, which is measured from 0 at the object's origin, in Blender units along the object's local axes, before any object-level transformation.
If the texture is in the Object space, then it will rotate, translate, and scale with the object. (Then, if you scale in Object mode, the texture will stretch. If you scale the object's mesh, in Edit mode, or bake the object's scale transform into its mesh by Applying the scale, it will not.)


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Any way to copy texture coordinates like UVW Map in 3ds max?
I'm quite new to blender and I am trying to build a simple room with a repeating texture on all walls. In 3ds Max, this can be done quite simply by applying the UVW Map, setting the required size and copying this modifier to other objects.

And I spent half a day trying to do the same in Blender.

Is there any simple way to do the same in blender?
I would be grateful for any answers!

You can use tri-planar mapping, which is even faster to setup and allows to control the scale in one place.

Create one material for all objects
Set the projection method of the Image Texture node to Box (Tri-planar option in Blender)
Adjust the Scale values of the Mapping node

Indeed faster and simpler! Exactly what I searched for!
Thank you!


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Normal Edit Modifier changes scene appearance before pressing Apply, sounds like a bug?
I have only one object in my scene, and is a 3d scanned mesh. Without pressing any settings in the modifier, the mesh changed in appearance right after I click on Normal Edit inside the Modifier menu to add it. I guess the appearance changed because it edited the custom normals, but why it does that before I click on the Normal Edit modifier's Apply button? I am using Blender 2.8.
Does it mean that I can use Normal Edit Modifier without clicking apply? Because if I clicked apply, the mesh looked less smooth.

That's how all modifiers are supposed to work! Once you've applied them there's no going back (except via CTRL-Z if you haven't saved the blend file). This means that you can, for instance, render a scene and delete or change settings in the modifier and try again if you don't like the result.

Thanks for your great comment, I am totally new to Blender.


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Call function whenever selecting new pose bone
I'm working on a new rig and I would like to display the same property on multiple bones (like in maya). I'm unfortunately pretty stuck on scripting at the moment and would like to know how I can call a function whenever I select on or more bones and use that information to display the proper properties.


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While texture painting, is there a way to limit the maximum opacity of the paint simmilar to the weight setting in weight paint mode
I am using a mouse to do try and paint an area, I have to zoom in on the area to be able to get the precision I need however as I have to move the camera multiple times to cover the whole area I can't paint in a single stroke and I Can't find a way to prevent the paint from different strokes from stacking creating darker patches of paint where the strokes meet. Is there a setting like the weight slider in weight painting mode that simply limits the maximum strength of the paint or some other way to prevent dark edges between strokes
Example:

Intended result:

I'm pretty sure the only way to do what you want is to leave the blend mode set to mix, set your strength to 1, and use the brush color (not the strength) to give you the final appearance that you want.

The answer is that no, you cannot set a threshold that will limit the full opacity of overlapping strokes - these strokes from your example are additive, so the overlapping area appears more opaque than the parts that do not intersect.
The better way to handle this is to use the Mask tool to paint your strokes using the visualization color of your choice and setting your strength to full with no pressure control, then inverting the mask and switching to the Fill tool and setting the strength to your desired transparency, and then you can get even fill across your whole mask.


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Baking Roughness and Normal on Multiple UV is successful, but when I link image texture is partially inactive
I have 2 shader node and 2 UV Map on the same object.
Shader Node A :  UV Map A/
Shader Node B  : UV Map B.
After I bake a new texture this object  to Multiple UV between A and B (Multiple UV Name: UV Map C)
And I got an Image with diffuse roughness and normal  in all parts in Multiple UV Name: UV Map C.
But when I link the image texture to the object and turn on reading at multiple UV Name: UV Map C., Roughness and Normal doesn't work in the part of UV map A but UV map B no problem,
but Diffuse has no problem Both UV Map A and UV Map B.
Why is it? and how can I fix this problem?
This picture is shader node C and turn on UV Map C  and I use blender3.0

It sounds like you need to tell Blender which UV map you want it to use for the lookups on your new texture.  Use a UV Map node to specify, then plug its output into your image texture's vector input.

Thank you very much for the answer but I have tried linking UV Map node with Image texture 's vector but nothing happens. The result is still the same error.


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roughness texture is missing when I export file fbx
I link image texture with roughness and export fbx file, but when I look in 3D view, no roughness appears, only diffuse and normal appear.
1.Why is it and how do i fix this problem?
2.I suspect the roughness from the BSDF principle can't bake the Image texture. The Image texture has to be baked from the colorramp link with BSDF Principle , Am I right?
Pic 1 : node before bake roughness and after bake, I link image texture with roughness replace ColorRamp in this picture and export fbx file.

Pic 2: Pic in blender

Pic 3 : Pic in 3d view

You can't export the shader graph to FBX. If you plug image textures to the shader's sockets a few of them will be exported, but nothing will be baked. So if you want to export the material, you have to plug only textures to the shader node. So bake and save (and match) everything before export.

I'm not sure if I got it right. You mean bake roughness texture and linking the image texture to the roughness socket? if yes i have done it but its not showing on fbx. If not, please guide me as I have been trying to find an answer to this for the past 2 days.

Did you try to pack the textures into it? FBX exporter window>> Path Mode>> Copy https://youtu.be/kEP34CbPWUo

I've done it, but the roughness doesn't appear. So I decided to install unity to test if there are any issues. And Roughness is not a problem but I still don't understand why the 3D view doesn't show. Answering your question makes me feel good and keep trying with it, Thank you very much.


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How to copy vertex or edge pattern from one place to another
Please guide me if there is any way to copy vertex or edge pattern from one place to another.Because I need to get the same size and pattern and have to do multiple points and I can't use mirror because each position is not symmetrical.
Please guide me if there is any way I can make it work faster. Thank you

select vertices then press Shift+D doesnt do the job?

Shift - D This creates an identical copy of the selected object. But I want to connect the vertex to the workpiece. Do You have some way to guide me after Shift D ? Thanks for your answer. @Harry McKenzie

If what you want to do is put a circle where that vertex is, then you want to bevel it instead of manually moving that geometry there:

Select the vertex you want rounded (You can select multiple of them)
Then hit Ctrl+Shift+B to bevel it. By default it will not be a circle but a cross. Adjust the Shape setting to around 0.085 in the popup window to make it round.
The switch to Face select mode, this will have all those faces selected, and click Ctrl+X to merge them.
Then with all the round faces selected you can inset them by pressing I. Do this twice to get the same shape you have there on all the vertices

The above method is how to create a circle. But if doing it one vertex at a time, it will be very delayed. please suggest me how to copy the circle somewhere else? By having to connect the vertex into the same workpiece  can you guide me?
thanks for the answer I got some additional tips from your answer.  @Cornivius

You can do the above method with all the vertices selected that you want at once.

You can also just turn on 'snap mode' (Magnet icon in the top middle of the workspace) with the Vertex option selected in the drop menu next to it. Then select the geometry you want copied, duplicate it with shift+D and while it's moving hit Shift+Z so it doesn't move up or down (Shift+X or Shift+Y if this is not a top down view). It will then snap to the vertices as you move it over them. This lets you place that exact geometry on top of that vertex but you are still gonna have to delete the vertex and connect it manually. This will be a lot more work if you have multiple vertices tho

Unfortunately I couldn't do it from the start. I don't select all the veritices But I follow your instructions. Thanks for the answer You made me gain more knowledge from this question. Thanks a lot. @Cornivius


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Some vertices move and are not smooth in pose mode and weight paint
I don't know why the vertices has changed. Although when I went out to look at the original edit mode. There was nothing wrong. This happens only in the right hand.
Previously, I had weighted in the hip section. But when I check the weight of the hips, it has no effect on the hand. (pic 2)  Please guide me how I can solve this problem. Thank you.

Then you set weight for a vertex, let say 100%, for 1 bone it doesn't mean that this vertex will move 100% with this bone. Not at all. One vertex may be in several groups at the same time, and the sum of all these weights may be more than 1. So the influence that bone has at the specific point equals its weight divided by the sum of all weights.
If you select a point, you may see something like this:

From this, you may find that other bones affects on this point.
And of-course, you may find useful to use auto-normalize option:

Which keeps the sum of weights always equal to 1.

I can solve that problem. And to fix this problem in the future ,I have to right symbol auto normalize before start weight paint. Thank you very much.


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Particle System: How do fix this orientation problem?

Im trying to use the particle system to create a roof. I'm getting this thing where the rotation of the objects kind of vary? I want all the tiles to be oriented flat and to rotated exactly as the object. How do I fix this? Also, I'm pretty new to Blender and still trying to learn. Thanks!

if you provide your blend file i will look at it...

Consider using instances on faces for this task.

instances on faces duplicates child objects on every face of the model


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Washed out texture in render compared to tutorial
Still very new to Blender. I am trying to follow one of the old Andrew Price's tutorials about loaf modeling.
Well, long story short, while I am using a texture provided for the tutorial it looks a little washed out while to my understanding I followed all steps correctly (more or less).
For example, here is my render and the render from the video:

I also have the impression that small details generated by the normal map are also less visible (probably because of the same higher total brightness of the image).
I am using v2.91 of Blender while the tutorial was made 8 years ago, so of course, there could be some differences, but in both cases the render engine is Cycles.
Nodes structure is quite basic:

Light is "sun" as in tutorial (+ Ambient Occlusion is off):

Decreasing the light's strength somewhat helps, but the problem here is more about saturation than brightness.
I've also tried re-saving the provided texture to sRGB png as suggested in this post, which gave no result.
I've checked out other posts about "washed out texture" here but they seem to be irrelevant.
Do you have any ideas in which direction to search?

Hello :). New Blender versions can display wider dynamic range than 8 years ago. That's probably the main difference.

Try this.

try messing with the specular slider on the principled, you can also use an RGB curve or Hue/Saturation node to modify the base color -- I would be quite happy with that loaf :)

Ok, after reading a little the suggested posts about dynamic range in blender it starts to make sense. Thanks!


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Blender not using full hardware capacity!
I just completed my new computer setup to work extra fast!
Anyhow, while animating a simple cloth simulation with blender, it simulates quite slowly and my task manager is showing me that my gpu is working at the highest capacity, compared to the other hardware components, at only 20% !!
I am wondering why it is so unnecessarily slow and if anyone has an idea how to find the bottleneck?
heres some info:
cpu AMD Ryzen 9 3900X
gpu Nvidia RTX 3080
64GB RAM
Cheers,
Pradamarfa

Cloth sim system is quite old, it is probably not optimized like it could be.

Have you baked the simulation? Physics simulations such as cloth sim require mostly (single core) CPU power. Your GPU will be idle most of the time during the calculations

Also what means "simple"? How many vertices has your cloth sim? Do you use default settings? If the mesh is low-poly but you have 3 more levels of subsurface divisions or more than one subsurface division modifier then the cloth sim is no longer easy to calculate for your CPU. The same is true when the cloth quality value or collision values are very high in the settings...


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Distribute parallel strips on object surface wit UVs
I need to create a procedural setup that allows me to create surfaces as in the example image. Basically it is parallel strips or lamellas that are attached to a garment mesh on one of the longer side.
Does anyone have ideas how to
a) create those strips on a complex mesh that will be animated
b) make sure that the lower end of the strip moves away from the base mesh to get a 3D effect that is more accurate than using a simple displacement workflow
c) how to apply UVs so that I can texture the strips.
The reason I need this to be procedural is that I need the option to change the angle, thickness, spacing, texture.
Thanks already for making it this far and for any help or suggestions!
Best
T

This is in no way a precise suggestion but the wave texture is maybe an option for the stripes.