text:
Animating a calendar rip and tear
I've been trying to animate a calendar for christmas, similar to this one: https://www.instagram.com/p/C0KuUpVuir2/?hl=pt-br

How can I do the calendar ripping animation? Would love some resources or video tutorials to learn this technique.
Thank you!

You need to create a curve that is aligned with the X axis and looks like that, then in Object mode rotate it a bit on Z:

Then keyframe its movement on X so that it makes the sheet fly away:

As for the ripping effect on the paper you can create a b&w mask with transparency:

File:

Wowwwww! That is such a clever idea! Would you mind sharing the project file?

Sure, here it is: https://blend-exchange.com/b/rWA8j61Q


text:
Floating Objects
I want to do an animation where a door opens and objects float.
How can I do it?

Reference: https://www.instagram.com/reel/Cn4rLCvKs-X/?igshid=MzRlODBiNWFlZA%3D%3D
Thank you.

You can use Rigid Body physics: Give a Rigid Body (Passive) to the 4 doors, activate the Animated option, give a Rigid Body (Active) to the balloons, in the Scene panel > Gravity, set the gravity on Z to 0.5, create some Force Fields in order to agitate the balloons a bit:

What if I want it to go horizontal? Should I have a force to make them follow that direction?

You can set a gravity on X and Y as well, or create a wind force field

source: Stack Exchange

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

sort: votes


text:
Rigid Body - Constant Speed
I'm trying to render an animation with motion blur, and I want the motion blur to start since frame 0.
To achieve this, I need the Rigid Body to start simulating before frame 0.
How can I achieve this?
Here is a video reference, showing how it's performing right now.
https://youtube.com/shorts/i7vPjfqD92o?feature=share
Thanks.

You can set the start and end frames of the Rigid Body simulations in the Properties Editor ► Scene tab ► Rigid Body World panel ► Cache sub-panel:

That being said, even if you set it to zero, it doesn't seem like it is able to bake the frame zero, or any negative frame for that matter.

The simulation is only calculated for positive frames in between the Start and End frames of the Cache panel, whether you bake or not. So if you want a simulation that is longer than the default frame range you have to change the End frame.
Source: Baking Physics Simulations — Blender Manual

So perhaps the best solution is to offset your whole animation instead.
Alternatively, you can do your rigid body simulation, bake it into keyframes with the menu Object ► Rigid Body ► Bake to Keyframes, and then add your own keyframe at frame zero to add the missing movement.

I set it to -10, and still doesn't gives me that effect to frame 0. I'm worried about offsetting because I need to match the animation frames to After Effects, which have the same frame count. Isn't there a more practical/organized way?

Please see my edit bellow quote

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


text:
3D Scan to VFX - Matching Camera
I want to scan my bedroom so I can add 3D elements on it.
I want to make a still photo. How can I match the 3D object to the camera, and which is the best practice to that?
Thank you

For still images I would like to recommend fSpy. It is a free open source tool, that allows to set up a camera based on perspective lines from your photo. It is free and easy, no special equipment is requared.

fSpy files can be loaded using a built-in add-on that you should activate in user preferences:


text:
Why won't this terminal window close itself?
I'm running Windows 11 and I use Windows Terminal as my default terminal app.

This is a very minor issue, but whenever I launch Blender the terminal window remains open.

This can be a problem as closing the terminal window kills the process, quitting Blender without warning.
Does anyone know how to fix this? Thanks in advance!

Not sure if you know this already, but a possible solution is to set another app as default (in your question it seemed like you want to keep Terminal, that's why I wrote it as a comment instead of answer)

From the main menu at the top of the screen, try going into Window > Toggle System Console (or something along those lines, I can't check right this second).
Its automatic launch may be something you can toggle in the user preferences.
Does this stay on top of your Blender window or does it just hide behind it? If it doesn't get in the way then you're probably okay.
The terminal window always opens when you launch Blender in Windows, but it usually sits in the background and stays out of the way unless you want to get into scripting, then it closes when you quit Blender.


text:
Why does my AO make my character appear to have holes in it?
I'm currently trying to bake an AO, but I've encountered a problem. While the clothes look alright, the body has the appearance of having holes in it.

I've done some research on this Stack Exchange and saw that I might have to check "Ambient Occlusion" under world settings.

Unfortunately, it didn't appear to make a difference. I've also tried using the "Selected to active" option to bake an AO from the original sculpt. This worked well, but it only affects the body and doesn't include the details added in post to the normal map.

Why do my bake settings make my model appear to have holes in it?
Thanks in advance!

You have a lot of objects hidden in the viewport ("closed eye" icon in the outliner) but they are not hidden for the render/bake ("camera" icon). This can cause that shadows to be baked in the texture. Click the camera icon for everything that you don't want to bake and try again.

@Blunder That worked! I wasn't aware that "Disable in Renders" also affected bakes. Thank you!

As @Blunder mentioned, I just simply had to disable all of the hidden objects in renders as well! If it affects rendering, it affects baking.


text:
Rigid Body and Soft Body animation
I would like to create an animation like this:

https://www.instagram.com/p/C1xkNMuvFmh/
I'm not being able to create this jiggly effect and also to interact rigid bodies with soft bodies/cloth.
Can someone help me?
Thanks

You can create that animation by using rigid body spheres, with collision physics, falling onto a soft body rendering mesh (which will react to the collision physics) and a non-rendering, animated or passive, rigid body mesh (which will stop the balls from falling further.)
If you do so, keep in mind that the rigid bodies will technically "rule" the simulation: the rigid body physics will act first, and the soft body will adjust to the positions of the rigid bodies.
It is technically possible to create this as a fully interactive simulation, by using a soft body simulation on a single object that contains all of the balls and the surface onto which they fall, with self-collision enabled, with differences in rigidity provided by vertex groups and topological differences, but in practice, it's difficult to simulate that level of rigidity on soft bodies, and is expensive in terms of performance, and it's easier to just let the rigid bodies rule the sim.

So it's not possible to interact rigid body and soft body 'natively'?

No-- it's not even possible to interact two different soft body sims natively.  Whenever multiple sims run, one has to be in charge.


text:
Can you do this level of simulation in Blender?
I've been trying to do some simulations on blender like this:
https://www.instagram.com/p/CvxTvogNuGI/

Does anyone knows if it's possible on Blender or only on C4D?
Thank you,

Have you tried a Cloth simulation? You have even added the relevant tags to your question. So, what doesn't work? Where are you stuck?

@Blunder I feel it gets super heavy and glitchy even with low poly meshes

I would suggest you give Houdini Apprentice a try.

You can do this sort of thing- floppy overlapping objects using soft bodies with plushy,carpet, or felt textures on the objects. We need a little space between them so they don't fall too quickly.
 ctrl+J
to join all the soft body objects that fall and collide with each other.   Check the origin box in Options and make sure that the origin is at the bottom of all the objects, and after  ctrl+A make sure scale is applied.
After joining all the ojects make sure that self collision is turned on.
The only other thing is to make the surface they will collide with a collision object.
I achieved reasonable success with these settings.

Reasoning
Objects have unrealistically high mass and have extremely high friction to stop them sliding.
Objects have low push/pull, to stop them from jiggling.
Objects have high damping, to stop them from springing.
Objects are plastic and very bendy.
We want more steps in the Solver to get them to check for collisions frequently.
Here are my results:


text:
AttributeError: 'Context' object has no attribute 'object'
Dears,
I am trying to create a simple empty room using Python scripts. But when I tried to reach the object using "bpy.context.object" to scale it, the compiler stops and give me this error. "AttributeError: 'Context' object has no attribute 'object'". I looked in the documentation and it exists.
Can you please tell me what is wrong with my code? I am using Blender v3.6.5.
Many thanks in advance.
import bpy

# Clear existing mesh objects
bpy.ops.wm.read_factory_settings(use_empty=True)

# Set units to metric
bpy.context.scene.unit_settings.system = 'METRIC'
bpy.context.scene.unit_settings.scale_length = 1.0

# Create a wooden floor
bpy.ops.mesh.primitive_plane_add(size=8, align='WORLD', location=(0, 0, 0))
floor = bpy.context.object
floor.scale[0] = 2  # Scale it to 16x16 meters
floor.scale[1] = 2
floor.name = 'Wooden Floor'

# Create white walls
wall_thickness = 0.1  # Thickness of the walls
wall_height = 4.0  # Height of the walls

# Create walls
walls_data = [
    (8, -1, 0, wall_thickness, 18, wall_height),  # Left wall
    (8, 17, 0, wall_thickness, 18, wall_height),  # Right wall
    (-1, 8, 0, 18, wall_thickness, wall_height),  # Back wall
    (17, 8, 0, 18, wall_thickness, wall_height),  # Front wall
]

walls = []

for i, (x, y, z, sx, sy, sz) in enumerate(walls_data):
    bpy.ops.mesh.primitive_cube_add(size=1, location=(x, y, z + sz / 2))
    wall = bpy.context.object
    wall.scale[0] = sx
    wall.scale[1] = sy
    wall.scale[2] = sz
    wall.name = f'Wall {i + 1}'
    walls.append(wall)

# Set materials for the floor
floor.data.materials.append(bpy.data.materials.new(name='Wooden Floor Material'))
floor.active_material.diffuse_color = (0.5, 0.3, 0.1, 1)  # Brown color for wood

# Set materials for the walls
for wall in walls:
    wall.data.materials.append(bpy.data.materials.new(name='White Wall Material'))
    wall.active_material.diffuse_color = (1, 1, 1, 1)  # White color for walls

You need to add a timer, when you reload a file there is at least one tick where the context is not initialized.
BTW I suspect this is an artifact of using a LLM like ChatGPT to produce the code, but being overzealous with comments can be detrimental to the script. I advise you to rather use descriptive function names. Also resetting factory settings is a weird choice, I think you want to load a new file.
import bpy

def set_units_to_metric():
    bpy.context.scene.unit_settings.system = 'METRIC'
    bpy.context.scene.unit_settings.scale_length = 1.0

def create_wooden_floor():
    bpy.ops.mesh.primitive_plane_add(size=8, align='WORLD', location=(0, 0, 0))
    floor = bpy.context.object
    floor.scale[0] = 2  # Scale it to 16x16 meters
    floor.scale[1] = 2
    floor.name = 'Wooden Floor'
    return floor

def create_walls():
    wall_thickness = 0.1  # Thickness of the walls
    wall_height = 4.0  # Height of the walls

    walls_data = [
        (8, -1, 0, wall_thickness, 18, wall_height),  # Left wall
        (8, 17, 0, wall_thickness, 18, wall_height),  # Right wall
        (-1, 8, 0, 18, wall_thickness, wall_height),  # Back wall
        (17, 8, 0, 18, wall_thickness, wall_height),  # Front wall
    ]

    walls = []

    for i, (x, y, z, sx, sy, sz) in enumerate(walls_data):
        bpy.ops.mesh.primitive_cube_add(size=1, location=(x, y, z + sz / 2))
        wall = bpy.context.object
        wall.scale[0] = sx
        wall.scale[1] = sy
        wall.scale[2] = sz
        wall.name = f'Wall {i + 1}'
        walls.append(wall)
    return walls

def set_floor_materials(floor):
    floor.data.materials.append(bpy.data.materials.new(name='Wooden Floor Material'))
    floor.active_material.diffuse_color = (0.5, 0.3, 0.1, 1)  # Brown color for wood

def set_walls_materials(walls):
    for wall in walls:
        wall.data.materials.append(bpy.data.materials.new(name='White Wall Material'))
        wall.active_material.diffuse_color = (1, 1, 1, 1)  # White color for walls

def main():
    set_units_to_metric()
    floor = create_wooden_floor()
    walls = create_walls()
    set_floor_materials(floor)
    set_walls_materials(walls)

if __name__ == "__main__":
    bpy.ops.wm.read_homefile()
    bpy.app.timers.register(main, first_interval=0.01)

I had the same problem with a similar scene also created by chatGPT:

Write a Python script for Blender that creates an animation. The
animation should show relativistic time dilation simulating the
bouncing of light in an hourglass like the one used to demonstrate
Lorentz time contraction. The hourglass must move along the X axis
with constant speed. The speed of the hourglass mirrors must be half
the speed of the photon bouncing between the mirrors.

ChatGPT answer:
import bpy
import math

# Limpiar la escena
bpy.ops.wm.read_factory_settings(use_empty=True)

# Crear los espejos del reloj de luz
bpy.ops.mesh.primitive_plane_add(size=2, location=(0, 0, 0))
mirror1 = bpy.context.object
mirror1.name = "Mirror1"

bpy.ops.mesh.primitive_plane_add(size=2, location=(0, 0, 5))
mirror2 = bpy.context.object
mirror2.name = "Mirror2"

# Crear el fotón como una esfera pequeña
bpy.ops.mesh.primitive_uv_sphere_add(radius=0.1, location=(0, 0, 2.5))
photon = bpy.context.object
photon.name = "Photon"

# Configurar la animación del fotón
frame_start = 1
frame_end = 100

photon.keyframe_insert(data_path="location", frame=frame_start)
photon.location.z = 5
photon.keyframe_insert(data_path="location", frame=frame_start + (frame_end - frame_start) / 2)
photon.location.z = 0
photon.keyframe_insert(data_path="location", frame=frame_end)

# Configurar interpolación lineal para el fotón
for fcurve in photon.animation_data.action.fcurves:
    for kp in fcurve.keyframe_points:
        kp.interpolation = 'LINEAR'

# Configurar la animación del reloj de luz (espejos)
velocity = 0.1  # Velocidad del reloj de luz
frame_count = frame_end - frame_start

mirror1.keyframe_insert(data_path="location", frame=frame_start)
mirror2.keyframe_insert(data_path="location", frame=frame_start)
mirror1.location.x += velocity * frame_count
mirror2.location.x += velocity * frame_count
mirror1.keyframe_insert(data_path="location", frame=frame_end)
mirror2.keyframe_insert(data_path="location", frame=frame_end)

# Configurar la cámara
bpy.ops.object.camera_add(location=(10, -10, 10), rotation=(math.radians(60), 0, math.radians(45)))
camera = bpy.context.object
bpy.context.scene.camera = camera

# Configurar la luz
bpy.ops.object.light_add(type='SUN', location=(10, -10, 10))
light = bpy.context.object
light.data.energy = 3

# Configurar renderizado
bpy.context.scene.render.engine = 'CYCLES'
bpy.context.scene.cycles.samples = 128
bpy.context.scene.frame_start = frame_start
bpy.context.scene.frame_end = frame_end

# Guardar el archivo
bpy.ops.wm.save_as_mainfile(filepath="relativistic_time_dilation.blend")

print("Animación de dilatación relativista del tiempo creada con éxito")

I asked chatGPT to fix the bug, using a combination of the #Gorgious answer and Blender's error message:

when you use primitive_plane_add there is at least one tick where the context is not initialized. results in a crash on line 9 " AttributeError: 'Context' object has no attribute 'object' " ¿can you rewrite the code to fix this problem?

After 5 attempts copying the Blender error message into the GPT chat...he finally solved it on his own:
import bpy
import math

# Limpiar la escena
bpy.ops.wm.read_factory_settings(use_empty=True)

# Función para crear un espejo
def create_mirror(location, name):
    bpy.ops.mesh.primitive_plane_add(size=2, location=location)
    bpy.context.view_layer.update()
    mirror = bpy.context.view_layer.objects.active
    mirror.name = name
    return mirror

# Crear el controlador vacío
bpy.ops.object.empty_add(type='PLAIN_AXES', location=(0, 0, 0))
bpy.context.view_layer.update()
controller = bpy.context.view_layer.objects.active
controller.name = "Controller"

# Crear los espejos del reloj de luz
mirror1 = create_mirror((0, 0, 0), "Mirror1")
mirror2 = create_mirror((0, 0, 5), "Mirror2")

# Hacer los espejos hijos del controlador
mirror1.parent = controller
mirror2.parent = controller

# Crear el fotón como una esfera pequeña
bpy.ops.mesh.primitive_uv_sphere_add(radius=0.1, location=(0, 0, 2.5))
bpy.context.view_layer.update()
photon = bpy.context.view_layer.objects.active
photon.name = "Photon"

# Hacer el fotón hijo del controlador
photon.parent = controller

# Configurar la animación del fotón
frame_start = 1
frame_end = 100

photon.keyframe_insert(data_path="location", frame=frame_start)
photon.location.z = 5
photon.keyframe_insert(data_path="location", frame=frame_start + (frame_end - frame_start) / 2)
photon.location.z = 0
photon.keyframe_insert(data_path="location", frame=frame_end)

# Configurar interpolación lineal para el fotón
for fcurve in photon.animation_data.action.fcurves:
    for kp in fcurve.keyframe_points:
        kp.interpolation = 'LINEAR'

# Configurar la animación del controlador (movimiento a lo largo del eje X)
velocity = 0.1  # Velocidad del reloj de luz
frame_count = frame_end - frame_start

controller.keyframe_insert(data_path="location", frame=frame_start)
controller.location.x += velocity * frame_count
controller.keyframe_insert(data_path="location", frame=frame_end)

# Configurar la cámara
bpy.ops.object.camera_add(location=(10, -10, 10), rotation=(math.radians(60), 0, math.radians(45)))
bpy.context.view_layer.update()
camera = bpy.context.view_layer.objects.active
bpy.context.scene.camera = camera

# Configurar la luz
bpy.ops.object.light_add(type='SUN', location=(10, -10, 10))
bpy.context.view_layer.update()
light = bpy.context.view_layer.objects.active
light.data.energy = 3

# Configurar renderizado
bpy.context.scene.render.engine = 'CYCLES'
bpy.context.scene.cycles.samples = 128
bpy.context.scene.frame_start = frame_start
bpy.context.scene.frame_end = frame_end

# Guardar el archivo
bpy.ops.wm.save_as_mainfile(filepath="relativistic_time_dilation.blend")

print("Animación de dilatación relativista del tiempo creada con éxito")

chatGPT updated the scene and changed the way to access the object:
bpy.context.view_layer.update()
mirror = bpy.context.view_layer.objects.active

UpVote if you love and hate AI


text:
Inset surface problems
i used inset surfaces, and then hit B to eliminate the boundary. But when i do the same thing, it doesn't work, so can someone tell me why?

Hello, it looks like it's missing in 3.6.4, in that case it should be reported. It's back in 4.0 alpha by the way so they must be aware. If you are using a previous version, check the answers here: https://blender.stackexchange.com/questions/197410/boundary-not-working-with-inset-faces-command

Thanks a lot!!!! I got the same result by adding loop cuts. Anyway thank you for solving my problem!

@moonboots The 'B' Boundary hotkey is working fine here in 3.6.4 and I see that the problem is solved by the link you gave. You didn't have an internal face when you checked it did you? :^))

Oh yes that's weird I couldn't make it work but now it does

Cosmic rays strike again! :^)

i will try it later, thanks teacher John :)


text:
Why is other parts of my mesh that I'm not painting over changing color in Texture Paint mode?

For demonstration purposes I've painted over the face in dark blue, and other parts of my mesh have also changed color such as the upper torso and sides of the neck.
Not sure what's causing this, I presume that I've gone wrong somewhere while modeling.

Hello and welcome. Did you UV unwrap your mesh? You should give more information about your settings. also include more images, the more, the better.

t looks as if you have a UV map with overlapping islands, please show us the UV map , and  any shader tree depending on it, indicating which image you are painting into.. Best of all share a representative chunk of your file on https://blend-exchange.com/.


text:
make object disappear in animation
I animated several objects moving along a certain path. That works well.
Now I wanted to make one of the objects disappear. When I delete the element in
a later keyframe it is removed in all keyframes before. How can I avoid this?

Just move it out of frame?

I have looked at the answer of the same question asked previously. But there is a problem. I am using Blender 2.82 and the outliner looks different from what is shown in this answer.  In particular, there is no camera icon behind the word "Camera" only the eye. When I press "i" for insert keyframe, as instructed in the answer, I get the message "no active Keying set".

Moving the object out of the visible area - if that is what Filip Frank suggests - looks like a workaround. But I will try it.

I'm not able to check at the moment but one of the icons above the list allows you to activate the "Camera" collumn.

Found it. After clicking the funnel icon in the place you hinted to,  I could activate the camera column. Thanks Filip!


text:
movie formats missing
I am using
Blender 2.83.3
    build date: 2020-07-22

    build time: 06:01:36

    build commit date: 2020-07-22

    build commit time: 06:01

    build hash: 353e5bd7493e

    build platform: Linux

    build type: Release

In "video editing" the output property of the current scene looks like this

shows only three movie formats. Formats that can also store audio are missing.

What formats did you expect or require? This is the standard, there are no formats missing. Audio formats can be selected during a mixdown.

If you choose FFmpeg video you can then specify the container and the codec. Did you tried?

I had seen tutorials with a longer list of movie formats, but now I notice that this was for earlier Blender versions, 2.7.6 or so.

Thanks! Chosing  FFmpeg I could get it working in the end.


text:
follow path constraint lost
I have created an object following a curve. That works fine. To messure the length
of the curve using the add-on measurelt I converted the curve to a mesh. Then I converted
the mesh back into a curve. Now the object does not follow the curve any more.
Removing the follow path constraint and add it again did not help.
Can you help me understanding what's happening here?

The question, what is the result of first converting  a Bezier curve to a mesh and then back to a curve is still interesting. But I found a way to solve my original problem. I think it is not a work-around but the proper way of doing it. I needed to extend a Bezier curve by a new curve of fixed precomputed length. This is what I do: I generate an auxiliary  polygon of the desired length exactly in the place where I need the extended curve with the help of "measurelt".  Then I extend the Bezier curve following the polygon. Then I delete the auxiliary polygon.


text:
Edge/Vertex Slide and snapping
Is there a way to snap to vertices oder edges while using edge/vertex slide?
I'm specifically using edge and vertex slide because I need to keep the UVs, so the already mentioned workaround using custom transforms doesn't work.

Hi. If this is the link that you are referencing as not helping I suggest including that in the question: https://blender.stackexchange.com/questions/33810/is-there-anyway-to-snap-to-vertices-while-using-edge-slide-with-clamp-off/52249


text:
Is there a way to jump directly to vertex/edge or face mode in blender standard keymap?
I tried the first solution here:
Hotkey to go DIRECTLY to vertex, edge, face edit mode?
But it still doesn't go directly to the desired edit mode (vertex, edge or face) because is stores the last component so if I press "1" to go from object to vertex then go back to object mode then I press "2" for edges it goes back to vertex and I have to press "2" once again for edges.
Is there any way to fix this without implementing a script?


text:
Trying to bend an object
I've been trying to bend an object using "simple deform", the deformation was all messed up even if following exact steps as seen on youtube. I've made a video in which you can see the problem.
https://www.youtube.com/watch?v=pHP2oEHG9Ng&t

Hello and welcome to Blender.SE :). Can you please add some images of the shape you're going for? And you can also upload you blend file here, so others can take a look.

Please provide some context and explanation, don't just post a video


text:
lines with color appearing on screen when using tool
i have a problem,everytime i try to use the rotation tool or the tool to move random lines appear on me screen, the things i tried and didnt worked are:
-Reinstall blender
-Delete the folder Blender Fundation on %appdata%
i would be happy to find a solution for this problem,thanks.

That looks like a graphics problem. Have you checked that you have the latest graphics drivers installed on your machine?

@JohnEason nope,i didnt checked them


text:
Cut with CTRL+MINUS key combination don't work
I am an intermediate with blender and I was making a 3D room
When he geets to modelling the window, he press CTRL + MINUS key to make the window's center blank, but it doesn't work for me,
I need help to solve this problem please!

Hello it's not clear what operation you are refering to, Ctrl - is supposed to select less, is it what you're talking about? Maybe share some screenshots or share the link to the tutorial you're talking about if this is the case?

Please add a link to the tutorial and specify the time in the tutorial which is causing you problems along with an image of your screen which you can do via Blender's Window > Save Screenshot menu and editing it inot your question.

Have you activated the Bool Tool shipped add-on? Are you in Object Mode?
Object-Mode Ctrl-Numpad '-' is the default keymapping for 'Subtract Sellected from Active' in that add-on.

@JohnEason No, Ctrl+Numpad - only selects less in Edit Mode. In Object Mode with the BoolTool addon enabled it is creating a Boolean modifier set to Difference when you have to objects selected. Ctrl+Shift+Numpad - is the destructive workflow where the modifier gets applied immediately and the cutter object is deleted. //EDIT: Oh, you noticed it and deleted your comment :)

@GordonBrinkmann That's why I deleted my comment having checcked it!


text:
I get creases on my 3d model when I shade it smooth
I am new to blender and I couldn't find any solutions for this issue. Is there a way how I can fix this?

Hello, maybe inner faces or overlapping vertices? If you don't find please share your file: https://blend-exchange.com/

enable auto smooth to fix that https://i.sstatic.net/YWB2J.png


text:
Geometry Nodes: How to shrinkwrap instanced planes around the object they were distributed on?

I am trying to make the vertices of the planes wrap around the pig's body. The planes themselves already stick to the body and are oriented along the normals of the pig but i want them to deform to fit the shape better. I tried using the raycast node to implement a sort of shrinkwrap effect but it seems the raycast node cannot be used with geometry which was created in the node tree (the planes) as the source position. Can the raycast node somehow be worked with to allow for my use-case or is there another way of making the planes deform to wrap around the pig?

Turns out this can be achieved as seen below with the simulation nodes. I came across the solution through a Default Cube video: https://www.youtube.com/watch?v=mnSg5iOS4QU
I hope this answer helps someone else who is trying to get this effect :)


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GLTF export settings: how to remember export path?
In the gltf export menu, there is a checkbox to remember export settings. However, there seems to be no way to remember the export path. Whenever I open this file and export it to gltf, I must set the file path. It is not remembered across sessions.
Is there something I'm missing? Surely I am not the only one annoyed by this?
Thanks a bunch!
Using Blender 3.6.4.

Had the exact same question yesterday.
The only info I could find in Github is about saved settings, but the filepath, while moved across classes and functions seems to be never be saved.
The fact that the extension modal loading redirect you in the last know path seems to be a BlenderExporter extension specific feature not available through the python API.
Upon Further inspection and tests
Here is a work around but you will have to alter the GLTF2 addon:
In the main __init__.py file
at line 678 add 'filepath' in order to enable the saving of the filepath
Reload the addon (deactivate / reactivate in the preferences)
In another script you can then access this data
known_path = context.scene['glTF2ExportSettings']['filepath']

As it’s currently written, your answer is unclear. Please [edit] to add additional details that will help others understand how this addresses the question asked. You can find more information on how to write good answers in the help center.

This doesn't really answer the question at all.

The direct answer to be understood is that it seems that there is no exposition through the python API to Export Operator's saved filepath yet.


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2.79 works for me- 2.81a refuse to start - cmd screen only flashes
I have been using 2.79 works well. installed both 2.8 and even 2.81a on a Dell xps8300 W7.When I tried to start it , the cmd-screen only flashed. blender did not start. Doe's anyone have a solution for me?

Start it from the command line for more information on why it's failing.

If your XPS 8300 has a Radeon HD 5770 as GPU, then it does not meet the minimum requirements for running Blender 2.8x. For AMD GPUs GCN first generation architecture or later is required.


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How do I make the mesh more jagged in sculpt mode?
I'm using pinch, crease, draw and flatten brush to achieve the objective but it still allows some bumpy look. I want to make the mesh have a sharp edge like a square.

I haven't used sculpt mode much but I would imagine you might be able to do it using a flatten brush if you turn up the strength but set it to a really small radius. If it doesn't work I apologize for wasting your time.


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What do I do after retopologing?
I made my Low-poly model since the High-poly mesh was too messy and laggy but then I realized that the Low-poly mesh looks too jagged. I want it to resemble the High-poly mesh but don't know what to do. What do I do??
Btw I'm new to retopology and might have made the squares quite un-uniform. There are no triangles but the sizes differ a bit. I heard that it needs to be uniformly tiled but I think it's quite impossible. Is it OK? Here's a photo.

@cegaton Then which is better? A triangle or a pentagon? And what about the size and shape of the quadrangles?


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How do I reconcile the view in object mode and the on in the particle editing mode?
I want to make my blender show me the view when I see in object mode in Particle Edit mode. Or else I'll have to convert between them alternatively.
Why is the view different in these two modes and how do I make them correspond?

Could you post a screenshot showing the two views? Also, can you expand on what you specifically want to see in object mode?

https://imgur.com/a/hiAPI1V

I actually want my particle edit mode to show what the object mode shows.

BTW I'm a rookie when it comes to blender and I'm learning stuffs so I do not know what the things I've touched will result into. But I think I adjusted B-spline, Comb tool, some Children settings(Radius and Roundness), Clump curve, Steps under the Render drop-down and the Strand Steps

I think this question is fairly similar to yours: https://blender.stackexchange.com/questions/90785/hair-particles-loose-shape-in-object-mode
I'm not too familiar with the particle edit mode, but I think that's more or less what is going on here.

@stphnl329 Thanks for the comment. But that one at the link is a different one. I didn't use any kinks and It is turned off...

Well...I don't think I can help you here, but maybe you could try following a Youtube tutorial on hair? That's typically the easiest way to get familiar with something.

I think he's asking how to make the hair particles remain as visible strands with shaders while in particle edit mode, because once you switch from object to particle edit mode, the hairs turn into mere curves...? i'm having the same problem, i assume it's prolly not been implemented in blender yet.


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How to make the hair have more curl?

I'd like to add more curl to my hair and above is my current one. It has approximately 4 curves currently but I'd like to increase the amount by 9 or 8. But the 'frequency' bar's maximum value is 10 which looks like above. I'd like to increase the value or do other things to increase the amount of curls. Is there a way?

You may want to try increasing the quality of the hair, as that will provide a better simulation.

That is what all I've got thought ;c I increased the number of keys and steps to maximum.


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How do I get rid of this star shaped mark on a sphere?

I've seen these weird marks before but I usually get rid of them by making an invert ring by pressing I. But in this case, this doesn't make any rings. Perhaps because it's curved? It worked on a flat circle. What do I do then?


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stuttering animation

This is the animation(which is terrible) that stutters. You can see it if you look the arms closely. I'm quite new to rigging and this has been the 4th try however whenever I spend days or a week to finish one I throw it away because of these glitchy movements. I tried the graph editor to somehow fix it but sometimes this doesn't necessarily helps since not always I'll have the exact graph shape. Such as trying to get a certain value at time A yet messing up the value in time B which originally I was totally fine of. When I was first confronted to this problem I made keyframes for every single frame. It was a disaster both in time and performance. And even if I do manage to make it perfectly, I suppose this isn't what everybody does? I just wanted to have some faster solution or a proper one. Technically I could make a perfect animation by spending weeks but I think that'll lead us nowhere.
How do you guys manage these problems?

This is the keyframes I added in. I think this is a legitimate amount but what are your thoughts?

I would call this a single jerk motion rather than a stutter, for this comment. You probably want to know at what frame you see the single jerk motion.  Blender can annotate your render with frame numbers.  I suggest you do this for the benefit of the reader.  Often times to create the cycle you want the first and last frames to be the same pose.  There is copy and paste pose.  That is only half the problem.  You need to make sure the keyframes implied by the repeat keyframes has the timing desired.

Make sure the timing around the jerk motion is not too fast.  Archive your work and spread the poses in the failed area more to match the successful motion.  What technique did you use to create the cycle? Only video repeat or something else? As a reader I cannot tell if you used the NLA Editor or is the GIF or other video is creating jerk motion at the endpoints.  Or is the jerk motion happening expressly happening in the middle?

You want the join of the first and last frame with keyframes to have  a well spaced join rather like the successful portion of the animation, not congested.  Sometimes you may want to to have a keyframe at the end be a halfway pose (50%..90%) so the repeat is smooth.  You can copy and paste your keyframes for a double cycle to see if the problems only occurs when you repeat by video or is it the joining of first and last frames.

You can use a cycles modifier on your armature to see if your keyframes are correctly chosen to your standards.  You do not even need to see the body and uniform of your character.  Just view the armature. With the frame number annotations this well tell the reader more.  Then you can state in a sentence ... at frame X  is the problem or ... the repeat of my armature poses creates a problem.  Think about the timing created by repetition.

Even more drastic.  Archive your file and work with a copy.  Animate the armature only.  Hide the body and uniform.  Keep the floor and maybe shoes.  Delete previous keyframe work.  Animate again the armature with keyframes.  Use cycles modifier on keyframes.  Inspect the walk timing often and do quick renders in the simplest and fastest smallest serviceable render possible.  Your second time around maybe easier and quicker.

@atomicbezierslinger I appreciate the time you invested in and I didn't notice this until now. Sorry for that. 1."What technique did you use to create the cycle?" ==> I just copy and pasted the first pose to the last frame and added interval frames. Such as the frame at which the foot contacts with the ground. then I adjusted with the graph editor. 2."Or is the jerk motion happening expressly happening in the middle?' ==> Yes it is. About at frame 40 out of 64. The whole 64 frame is a loop.

@atomicbezierslinger 3. "You want the join of the first and last frame with keyframes to have a well spaced join rather like the successful portion of the animation, not congested" ==> Well do you mean I shouldn't make the frame 0 motion be the same with the last frame motion? To add some in between? I actually have no problem with the end/start of the loop. It looks nice and smooth.

@atomicbezierslinger Ok, I'll try using cycles modifier. I'll edit the original post of repost.

If you render the armature with the frame annotation the reader and you can see the frame range with the flaw.   Frame annotation is just a click on the correct panel for output. Clothes / Uniform not necessary.  Low quality quick render is more important than your current animation.  The viewer [right side] clearly has too much snap/jerk motion.  Show an isolated graph window with the shoulder.  The hyper snappy range you mentioned  was near frame 40. Focus on those and the shape of the curve . Smooth the speed out ... minimize the maximum acceleration with the curve and the range of motion.


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Volume Material Too Large to be visible in Small Object
I am having trouble controlling the outer fall off in a volume material...
i would like to control the falloff in this case so i have volume all the way to the edge of the object edges. Reason being because i need the volume to be inside a small object and it seems the falloff is such that nothing is visible.

What do you expect exactly ? This is how volume works, the less volume rays go through, the less visible is the volume. If you want an uniform color, you should go for a transparent shader (surface) instead. To say it differently, your question is equivalent to ask why an infinitely small sphere with a volume shader is invisible. No matter what you do, the outline of the object will always be transparent (even with a density of 10000).

wow gotta love these answers.
just because you dont know how to solve the problem dosnt mean people need a lesson on why.
let me rephrase.... does anybody (else) know how i can reduce the size of the volume so that i can use it in an "infinitely small" object?

I don't quite understand and I'm not giving any lesson. The border of the cube will always be transparent, no matter what you do it will be a gradient. Try a Transparent BSDF for example, if you want a uniform color. Maybe in addition to the volume shader ? As I said, volumes need depth that rays go through so that it is visible. The outline of an object is where rays go through an infinitely small volume, thus the falloff you are pointing out. I still don't fully understand what you want to achieve as a final result.

i want to reduce the size of that fall off, so that it can appear to be a smaller volume that can be visible in a smaller object. i mean if my simulating say steam in a small pipe for instance


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Regarding the issue of Blender importing FBX large files being too slow and often unresponsive
May I ask everyone, it always takes a long time for me to import FBX model files that exceed 150M or 200M in Blender, and I often encounter unresponsive situations? How can I solve this problem? First, rule out the configuration issue of the computer, as the CPU and memory never exceed 30% when importing. Do you have any recommended external plugins or solutions?

Hello, you're just running into the limitations of the software / hardware. Some (most) processes are inherently single threaded, so they will not overload your multi-core hardware and thus bottleneck the process. My recommendation is to break up the input file into smaller pieces and work locally. Blender is just not made for dealing with billions of triangles (unless instances are used). May I ask from which source the files come from ? How much triangles we're dealing with ? Or maybe you have very high res textures ?

@Gorgious,Hello,The model file size I previously processed was 256M with around 60000 objects, but more than half of them were empty. After deleting the objects, the total number of triangles was around 27000, and the total number of triangles was around 818000. The models I need to process are related to chemical engineering design, and they are all very simple, represented by cylindrical or square objects, but the quantity is too large.

@Gorgious,The computer I am using should not reach the performance bottleneck (i9+4090). When importing the fbx model, the CPU usage is only about 10%, and the memory may be relatively high, but it does not exceed 20GB.

Lets say you have a water tower tank with 8 output valves, and you want to fill a truck with a water tank. The tank on the truck only has one input valve. Do you think you can utilize the water tower tank outputs to their maximum capacity ? No, the bottleneck is the input valve. Here is the same thing happening, Blender is really bad with dealing with tens of thousands of objects, you could use the entirety of Amazon or Google cloud servers to import your file, it would not go any faster. There has been some improvements in the more recent Blender versions though. What versions are you using ?

@Gorgious,I am using Blender 3.4 version because Blender updates quickly, but changing to a new version requires reconfiguring my Blender settings and frequently used plugins, so I did not easily switch Blender versions


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I encountered an error when importing a GLB file using Blender
When I use Blender to import GLB files, I will encounter an error message like this“Extension KHR_animation_pointer is not available on this addon version”
When this file is displayed in the front-end, there will be a texture animation. I want to know how this animation is implemented, but I found that Blender cannot import it

As shown in the above image, this file contains animations of multiple pipeline media flow directions. The animation is the arrow moving in the corresponding direction, but it seems that this is not a model animation, but an animation of the texture on the model. However, Blender does not support the production of texture animation
If it is not possible to achieve this effect in Blender, can you provide some other ways to achieve this effect?


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How Blender exports material node animations
I tried to create a UV animation and a texture animation, and I want to import these animations into a GLB file for front-end display. However, it seems that neither of these animations can be exported. Do you have any way to export the animations made on material nodes to a GLB file

https://blender.stackexchange.com/questions/57531/fbx-export-why-there-are-no-materials-or-textures


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Grease Pencil Masks - Partial Transparency
I'm attempting to recreate this mask transparency effect I did in Procreate where it's not a perfect mask, and you can still somewhat see the masked object through the mask (pictured below).

Notice how you can still see the paper background texture inside the shape that masks the line. I want to give it the feeling of erasing the pencil stroke on the paper, but the stroke is still somewhat there since erasers on paper are not perfect.
I'm new to Grease Pencil, and I've managed to figure out how to get masks to work in general, but it's a TOTAL mask and not a partially transparent one. The closest attempt I've gotten is to have the mask shape be white with 0.7 alpha and "regular" blend mode on the layer, which does make the masked line somewhat visible like I wanted, but you can't see the paper background due to the white fill on the mask.

On the opposite end of the spectrum, using black as the color for the mask shape, 1.0 opacity, using "add" blend mode, this will allow the paper background to go through, but also completely mask the object (which is also not what I want).

Is there any way I can achieve the effect from Procreate in Blender Grease Pencil?

Your issue seems to be more of a grease pencil material issue than a layers or a masking problem. Because the desired color of your stroke (opacity of your shape over your stroke) is inconsistent with the desired color of your fill area (opacity of your shape over your background), we have no choice but to separate these two into two different materials to achieve your desired result.
First, after drawing the enclosed transparent shape within your own "Lines" layer, duplicate it into a new layer with a new assigned material (Shift+D to duplicate and M to move to new layer). For example, I duplicated the enclosed shape into a layer I named, Color. The new material to be assigned would be identical to the stroke material but with a fill. Since we will use this material to change the color of the original stroke, I placed my Color layer over the lines and made the "Lines" layer into its mask.

I duplicated the enclosed transparent shape again with a separate "Solid Fill" material (also into a separate "Fills" layer for organization) since this material will be used to view the background.

Now that we made the material to view the background different from the material that changes the color of the stroke, it doesn't matter how much black, white, or transparency we use to change the contrast. Although you used the built-in opacity of the layers, I changed the opacity with Opacity modifiers for the materials.

The result upon rendering with a background should be your desired effect.

Additionally, even though I didn't show it, I combined all the transparent shapes and its duplicates across the different layers into a single Vertex Group for easy editing and transformation.


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How to fix the foot still in walking animation?
When you tread the ground with your foot it will be still on the ground like below, in turn making you go forward by frictional force.
The problem is that when I animate it, I have to move the thigh bone in turn making the food stray from the original position. So it's extremely fiddly and painful to just make a single foot stay where it was. As I made keyframes every frame it looks better but something's off since the foot now judders and it took me an hour and a half.
How am I then suppose to make it natural?

you should use inverse kinematic for rigging legs

@covector Thanks I'll search for a tutorial for it. One thing though, whenever the model moves forward I have to move the entire bone to the front and adjust the rest of the bones to the back. If I do the kinematic thingy can I skip that process?

Yes, inverse kinematic is basically making the feet bone always stay where it is and when you move the body bone forward, the feet bone will not move and also the bones in the middle will connect correctly automatically.


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Fluid not showing in fluid simulator
These are the settings of the flow object and the domain object.

I think I got all the settings right but every simulation I bake does not show the fluid. I tried restarting blender but it keeps doing this. I checked the 'liquid' tick box and it was enabled. I just can't see anything even the atom-like particles. What could be the problem?

Can you show us the entire blender windows with the domain selected and with the baking done? Or maybe give us the file so we can investigate ourselves.

@L0Lock    Here you go: https://imgur.com/a/eekL4km.

Did you make this work ? I am having same problem. Baking data, but no particles will display.

Best list of common mistakes I have seen so far... Video about common issues with fliud simulation in Blender

Increase with the Resolution Diverges. Higher resolutions allow it to detect thinner, smaller objects. (For small objects, resolutions like 512+ may be needed and can take a while depending on your computer).

As well as baking the data, you also have to bake the mesh. Scroll down a little to get to the Mesh section:

Now bake the mesh.

I do not see this "Bake Mesh" option..... Any ideas?

Turn the cache type to Modular or Final (anything but Replay)

I have faced the same problem and I've solved it by setting the Surface Emission property to a non-zero value. You can find it by going to the Physics tab of the flow emitter object, scrolling to the Fluid modifier section (here Type will be Flow), then finding the Settings > Flow Source > Surface Emission field).
All tutorials I've watched either skip over the property completely or say that zero means the volume of the fluid will be that of the flow emitter object. I have not found this to be the case, at least not in Blender 2.91.0 which is what I'm using. I couldn't get the flow to show up no matter what I tried until I set this value to 1 and then it all magically worked.

This problem has happened to me. Try changing resolution to 16 then back to 32 this will reset the thing and force it to render again. Also try saving to project

Have you tried to give an initial velocity to you fluid in the correct direction?!
same as this picture:

as you can see, I have an inflow and gave an initial velocity to it! as far as I see in your picture, yours is zero, maybe that is the reason! good luck

Make sure the System Maximum Value under Liquid is greater than 100 and also as said before, the emission of particles to set to $1.0$


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Fluid simulator not working in animation
I made a cup and some liquid inside the cup using fluid simulator. The cup is animated thus moving. However the liquid would leak out the cup and would be spilled on the floor. The cup is the effector and the liquid is the flow. The liquid is shaped like a cup with a ceiling.

I had the same problem and I found this video very helpful.


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The axes when I move/rotate/scale is different from those of the world

I must've touched something wrong so my axes are acting weird. It seems like the axes are heading towards where the object is facing. How do I make them the same with the world axes?

You can choose whatever transform orientation you want to use instead of Local. if you are constraining transforms to some axis with shortcuts x, y, z or middle mouse button, you can just hit it again with Local orientation set to temporarily use global orientation anyway:

This works the other way around if you have global orientation selected as well.

Thanks. I never knew you can do that. Previously in 2.79b, I used to press G + X if I want to move objects in x axle, R + Y if to rotate in y axle, S + Z to scale in z axle. I suppose shortcuts are the unchanged in 2.8x,


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How do I unwrap an over-complex mesh?

The above is the part of my mesh(done by Dyntopo in sculpting) and I'm having a real hard time unwrapping it. I tried the add-on(Downloaded somewhere, not inside blender) that helps UV mapping in squares but that lags hard and it ended up as a linear single line UV. I spent 10 minutes just for adding three seems to the mesh and it's too backbreaking. Help pls :C

either deal with this or retopo then uv unwrap it.
you could use a simpler object and copy the uv from it and transfer it to.

Normally such mesh should be retopologized.
But anyway if for whaterever reason you don't want or cannot do a propper retopology, you can just use Blender's automatic unwrapping features.
When you select your mesh in edit mode and press U, it brings up the UV mapping menu with plenty options.

In red I marked the automatic unwrap methods. They each automatically unwrap your selected mesh following different sets of rules and eventually with some options you can have a hand on. They each have some ideal situations they're good at.
The one you might like here is the Smart UV Project. It basically makes seams when adjacent faces form an angle superior to a chosen value (the default is 66).

You can click that and see how it goes. If there are too many cuts, lower the angle limit, vice versa. Try to find the right balance between the number of islands and the obtained distortion. If it's not an important mesh (which I guess it is if you don't retopologize it), you don't have to spend time on that, just make something that looks ok from afar and move on.
Learn more in the manual.

I don't know how to retopologize a given mesh.. I don't even know what it is. The Dyntopo thing is just what I've seen in a tutorial and just followed through.

And after using the smart UV project I also have a problem that when I'm painting on the mesh(I'm texture painting on the mesh in blender) there are specific parts that just cannot be different each other. So for example if I were to paint at area A, area B also changes, They are interconnected,

they must share the same UV shell, but yep you need to do a retopo for Unwarping easier but it depends on the object....

Makin a retopology is basically making a new version of your model but by manually making each face following some logics in order to make a mesh that's lightweight, defines it's shapes with a minimum of memory usage, easy to deform (if animated), easy to unwrap, ... You might want to search tutorials on that. It's not something you usually do by clicking a button (unless you work on some models that's not important like a background rock seen from afar).


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The hair displacements differs in object mode from those in particle mode

the upper image is in particle mode and the lower image is in object mode.
the displacements of the hair vastly differs. How do I fix it and let those hairs in object mode lie exactly on where the hairs in particles mode is?

You have to go on edit mode of your hair object (the screw one) and rotate it in one of the three axis. This will rotate all the particles as well.
Hope it helps.


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How to rig the fingers
[![enter image description here][1]][1]
I was trying to make my finger move at once when I move the lower finger bone(the first one out of three) but things are not working as the tutorials so I'm asking what is wrong with my settings?
The picture above are the settings of my two finger bones that has a copy rotation restriction for each. And I made them they're able to rotate in the X axis only. Is there anything wrong with this?
Or is there an another way of making my finger move at once?

Looks like your space is set to world instead of local for your "copy rotation" constraint. I would also recommend changing the bone roll of the fingers bones to bend along the x axis.
Then tweak the amount of influence for the bones with the constraints applied.


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How to smooth object imported from AutoCAD?
I have been modelling this product and the surface seems to be irregular. I have tried multiple methods to smooth en this but not successful yet
I have imported this file from Autocad as a .obj file. Hence, the model is irregular from the beginning itself. The shade smooth option does not seem to work. I have tried numerous other ways but have been unsuccessful till now.

Hello and welcome. Please use a title that reflects the content of the question. It should be succinct, unique and identifying, and summarize what the issue is so that users can at a glance broadly understand what your post is about before opening it. Use the [edit] link below your post and avoid any emojis salutations or extraneous text not essential to the question. Remember, your title is the first thing potential visitors will see, and will weight heavily on their decision to open your question, which will directly affect the number of answers you might get.

Honestly, changing CAD files into normal and usable mesh is quite a challenge, you can try to find some remeshers that have option to keep edges and crease, Doing this by hand would take you longer than original author made that cad version

hello, maybe share your file: https://pasteall.org/blend/

It depends on how the object is modelled in CAD software. Are you using Nurbs or polygonal modelling ?


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How can I create an animated torus in Blender?
I want to create this animating torus in Blender. How can I make this?

This is a photo of what I am talking about.

Hello, what animation do you want exactly?

i need to make the torus with the animation as shown in the link. You have to click the photo on the link to see the animation

See https://blender.stackexchange.com/a/143785/35559

I see. It's not really a torus. It's six flat circles. Not sure how to get the proper occlusion, but that might get you on the right track.

Edit: So it's not exactly what you want, as you want to keep parallelograms, but I leave my answer:
Stretch a cube (or hexagonal cylinder), subdivide it, hook its vertices to an empty, give it a Simple Deform modifier/ Twist mode, then a second Simple Deform modifier/ Bend mode:

Rotate the empty:

With an hexagonal cylinder, with a 360° twist:

Yours:

First of all, thank you zo much for your answer.  By twisting and bending you will never reach the result shown in the link. in the original work you see only Parallelograms and it is not easy to reach it. i tried to use curves in place of bending, and I used helix in place of the circle used in normal bending. the challenge is how to set the right position of camera. note it is an impossible torus!

Are you sure it's an impossible shape? See my edit, it looks exactly like an hexagonal cylinder with a 360° twist

When you compare your result with the original link you see that your result does not contain any parallelograms and that is the difference! By using normal bending the faces will shrink and the original parallelograms will lose their shapes. By using a helix with a curve modifier the original parallelograms will maintain their shapes. only the challenge is how to find the right position of the camera to reach the result shown in the link. By looking at the photo in the link you can realize that is a hexagonal cylinder in a helix curve!

Oh ok I think I understand what you mean, perhaps you should specify that in your original question

So as you've noticed, this is an impossible shape.  A torus is (mostly) made out of trapezoids, not parallelograms.  And there's no perspective that will turn all of those trapezoids into parallelograms.
But there's not really any such thing as an impossible shape.  Impossible shapes are perfectly possible in 2D.  They're only impossible because they mislead us about the 3D shape they represent.  Your shape is no torus.  It is a collection of six circular rings, viewed from an orthographic perspective:

One set of those rings is demonstrated on right.  When you create six of them, you have the "wireframe" of the shape you're looking for.  That's easy enough.
After that, the tricky part is getting the occlusion right.  As you can see in the center, manipulating the Z-height to get the right faces occluded is pretty tricky.  I just did this to eye, using vertex weight proximity and local space displace modifiers:

My implementation of the occlusion isn't quite perfect.  This isn't a shape that was made to be created in a 3D program, it's a 2D shape.  Manipulating the height to create the proper occlusion is a hacky workaround.
There's an armature at the top.  Basically, each ring is moving around a slightly offcenter bone with "inherit rotation" disabled.  The vertex groups to displace the faces in local Z are created from vertex weight proximity modifier, targeting empties that rotate about the center with the rotation of the main bone.
These vertex weight proximity modifiers aren't quite the right solution.  You want every face ripped from each other, and you want every face to displace evenly.  Vertex weight proximity instead creates per-vertex weights that are undesirable.  Better would be to rip all faces, shrink each face to almost 0, and then RGB displace XY in direction of normal to restore the size of each face, so that each face could get proper weights.  But that's more work than I felt like doing.
You'll want the file of course:

As I mentioned earlier. it is an impossible torus. To avoid the shrinking of parallelograms by bending using a default circle, I tried to use an array of 16 hexagonal cylinders. After twisting I used the curve modifier with a helix as a curve object. The problem is how to position the camera to reach the best result.

I think your method is the best one to achieve the result. It is for me difficult to position the bones. I will appreciate it if you can make the same project only for one ring to understand how it works. Thank you so much for your time.

@meknassi The problem is that one ring doesn't show anything.  The tricky thing here is the occlusion, because this isn't really built for 3D; it's the "wrong" occlusion that makes the shape impossible.

This is using geometry nodes - I'm still a bit of a noob at it, but the advantage is you can dynamically change the resolution of the torus profile shape and circumference, and even add more twists if you need to.

The method is simply to create a circle path and have another circle (of 6 sides, say) as the path profile. Then you rotate the path using 'Set Curve Tilt'.

I realise this does not address the 'impossible shape' problem, but it looks close enough so I thought I'd share.
Edit: I can get the material looking similar by connecting the Random Per Island through a ColorRamp set to constant, but it only works in Cycles, not Eevee:

Here's the file (created using 3.1 alpha, which you may need to grab if you're not already using it):

As I mentioned earlier. it is an impossible torus. To avoid the shrinking of parallelograms by bending using a default circle, I tried to use an array of 16 hexagonal cylinders. After twisting I used the curve modifier with a helix as a curve object. The problem is how to position the camera to reach the best result.

Working from moonboots' answer I got a bit closer, skewing the cylinder lengthwise before the modifiers and using an Orthographic camera:

As I mentioned earlier. it is an impossible torus. To avoid the shrinking of parallelograms by bending using a default circle, I tried to use an array of 16 hexagonal cylinders. After twisting I used the curve modifier with a helix as a curve object. The problem is how to position the camera to reach the best result.

Camera position (which I prominently included in the screenshot in my answer) is only one of the issues in achieving this illusion in a 3D space.  Camera settings such as orthographic or perspective (and, if perspective, what focal length) would also be crucial.  But if “The problem is how to position the camera to reach the best result” then “How do I position the camera to reach the best result?” should be in your question, not just in the comments.


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Creating a filled curve from scratch
I am trying to build a patch to create rectangle curve similarly to circle curve, I am likely not understanding something foundational about filled curve since creating a series of connected lines and connecting geometry does not seem to be enough - placing Fill Curve node along the way make geometry disappear altogether.
My higher level question here is what's the canonical way to create a closed curve that can be filled?

I think the fundamental fact you are missing is that the Join Geometry is not a "weld geometry" node.
Join Geometry gathers different elements from a node tree into a single output, but it doesn't alter geometry in any way. It won't "merge" meshes or curves, nor will it join separate peaces by welding nearby vertex into a single continuous shape that can be filled.
Sadly there isn't one in Blender at the time of writing, as far as I know, so you can't really merger different curve splines or pieces of mesh segments into a single continuous chunk of connected geometry at the moment using geometry nodes alone.
As such your result cannot be filled since it is not a closed shape made from a single continuous spline, so it fails to create a surface.
In terms of workflow I think you are also overcomplicating. There is a Curve Quadrilateral node under curve primitives which yields a closed quadrilateral that can be filled by default.
As a workaround, if converting to mesh as an intermediate step in a viable option, you can create your curve segments as geometry nodes as you already did, and convert to a mesh at the end. After the Geometry Nodes modifier you can add a Weld modifier which will effectively merge nearby vertex and weld them into a single continuous geometry. After that you can add another Geometry Nodes for further processing, which among other operations can start by converting the resulting mesh back into a curve.

Ah great, spot on Quadrilateral sounds exactly like what I’m looking for right now, but I was thinking about extending it further. Good to know it’s not currently possible.
As far as I understand it’s not possible to create a new patch (like in Sverchok wiring python code) unless opening a pull request, right?

You might be able to create one as a mesh instead though, use a weld modifier afterwards and do any further processing as a separate geometry node

you could do it "in a way" manually by this node setup:

There's a Quadrilateral curve primitive that works with Fill Curve. It's present in 3.1 Alpha (not sure about 3.0).

It's there in 3.0, too.

As another workaround you can also go via Merge by Distance. So Curve to Mesh into Merge by Distance into Mesh to Curve into Fill Curve like


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extrude circle and spin and scale (Think of a cone but in the shape of a donut)
I am trying to make an addon that can generate half a donut (between 1 and 360 degrees) from a circle but I would like the "extrusion" to be scaled down.

I tried bmesh.ops.spin and bmesh.ops.scale but that only scales the last circle of vertices and not all of them
I also tried extrude / scale and spin but that makes the whole extruded circle the same size after the spin.
I also tried bridge_edge_loop with 2 circle but that gives me only 90 degrees and not more.
Is there any other command I can try to get an scaled extrusion as seen on the screenshot?

It is not exactly extrusion, but it may bring you in the right direction:

Create a curve, for instance a circle curve with one segment removed, which gets you a three-quarter circle with 4 control points.
Give each control point of the curve a suitable radius, say radius one for the first, radius 2 for the second, ..., radius 4 for the last.
In the curve properties, under geometry, set the bevel to anything you like

Thanks for this tip.
Stupid question as I never worked with curves. How to remove a segment?
Coz when I draw a bazier circle and in edit mode remove 1 segment or vertice it does not remove the segment (circle is still closed) :-( sorry for being noob!!)

Got it already :-)


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Parenting ( Follow Path) constraints to a master empty will result in doube transforms / offset
Im pretty new to blender rigging but I have a decent knowledge about rigging in 3ds max. Nevertheless, I cant find a propper solution for a simple problem:
I want an object to follow a curve. I have added a "Follow Path" constraint to the object, works like expected. Then I want the path to be a child of a "master" empty so I can move the path with the animated object on the path BUT I also want this because I need to export the whole setup via fbx to a game engine and hierarchy is important.
Setup in Blender: Cube (mesh) is child of empty which holds the Follow Path Contraint. Empty itself is child of the the "master" empty and also the path is child of the master empty.

When I move the master empty (like here on the y-axis) the object shifts away from the path.

As far as I understand this is because the empty with Follow Path contraint is already child of the path (by the constraint) which is child of the master empty and will get double transforms when its parented.
When I change the hierarchy like this it will work:

So the empty with the Follow Path contraint cant be "moved" by the contraint AND the parent? This means Im not able to "group" evertyhing in a clean hierarchy when exporting it. Is there any workaround or solution?
I also discoverd this problem when using "Child of" constraints. In this case I used a bone with bone contraint "Child of" instead of an empty and this worked fine, no doubled transforms. For the follow path contraint it didnt work.
Blender 3.6

If you need to parent to an empty, parent the curve to the empty, not the cube. Does the cube absolutely needs to be parented to something?

ANIM's global position is defined by its position in the Local Space of the BezierCircle.
That means ANIM will stay attached to the BezierCircle no matter how you rotate or translate the latter. The BezierCircle is a parent to the ANIM empty it a sense - only the Scale of the ANIM is independent, Rotation is partially controlled by the Follow Curve option.
This is sufficient to control the parented to the ANIM object - Cube - in the scene.
If The CTRL Empty is also parent to ANIM via Parenting relation or other constraint (like Child Of). The program now has to transform ANIM according to two Local Spaces, so the program executes two transformation operations in a sequence.
Unless that is the desired result you should avoid parenting an object to two or more parent objects.
If you can only export baked animations and Empties and you need a control object to be a parent to ANIM the correct procedure in your case is:

Parent Cube to ANIM
Constrain ANIM to follow the path of BezierCircle
Parent the BezierCircle to the CTRL
Animate the Cube
Export your animation with the selected objects

In the import program you can parent ANIM to CTRL
This way each object will transform respective to the Local Space of their respective parent.


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Weird falling vertex glitch in 3.0/3.6
OK so I decided to get the latest Blender version to make it easier to follow tutorials while I start working on some assets for a game I want to eventually make. I already have to jump through hoops just to get the dang program to launch in the first place but this glitch is making it impossible to use. Any time I add loop cuts or try to fill in faces or make literally any changes the vertices "fall off" their positions all the way down to the origin.

Also I can't seem to add faces with the F key like I'm supposed to, it just does the vertex glitch thing instead. I can't select them and I can't avoid this happening. I can only ctrl+z to undo it.

I've tried switching in and out of object/edit/sculpt mode. I've tried saving and restarting everything. Why is this version of blender so unusably glitchy and how to i make it stop??? I can't make character models if the program won't let me add new faces or if the mesh keeps falling apart at every single action.

Edit: the same glitch happens in 2.90 as well. i don't know if this project file is just corrupted or something or if any version after 2.79 is just THAT broken because the only version i can use at this point that doesn't do this nonsense is 2.79

Edit 2: it doesn't happen on 2.8 thankfully, until this issue with 2.9-3.6 is resolved I'll just use 2.8

If the glitches you're showing in your images had been happening due to a bug in Blender they'd have been fixed in 2.9! Similarly with installing and running any version of Blender. No-one else is seeing them so there's nothing to fix in Blender. It's got to be a problem with your PC or  OS!

@JohnEason I suspected as much. this old beater is a hand-me-down from a former coworker after all LOL. Thankfully 2.8 has been working like a dream for me and seems to have basically the same features, interface, and controls as the newer versions. I appreciate hte help! :)

You have both the Mirror modifier and the X symmetry option activated (top right ofthe 3D View), disable the X symmetry option.


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Bezier Curve cable handles not following armature bone rotation
My Bezier Curve-handles uses hooks that are parented to each bone. The handles are customized to face outwards from the bone. When rotating the bone, the handles does not follow the rotation of the bone, making the result bend wierd (Image 2). How can I automatically have the curve handles follow the bone more naturally like the last image?

Is the bone supposed to rotate only this way?

The problem with this setup is, a hook is not like a parent object. A hook is only providing a location for an object/vertex or whatever is hooked to it, not the rotation.

@lemon The original rig is much more complicated, rotating multiple directions. Thought I would present the problem in the most simplistic way with this example.

@SondreKileAndersen, I think you should had a bit more detailed, because if not you may have wrong answers

The main problem in your current "result" pic is that you have hooked the control but not the handles-- include the handles in the hook.  But you still won't get exactly "What I want" with rotation alone.  The desired curve is not just a rotation of control+handle, but a change in handle length as well, a scaling.

Hook the curve vertices directly to the bones:

Alternatively, you can also hook not only the curve point but also its handles:

Examples with both approaches:
 (Blender 4.0)

Thanks, it worked! But as you suggested in the comments, I posted a new question, as this solution did not solve the problem with the complex build.
https://blender.stackexchange.com/questions/308422/bezier-curve-does-not-follow-parented-armature

you can reach the goal by settings drivers to curve factor start & end.
Be careful with the rotation axis!
I first set both bones to rotation euler xyz.
i used this driver for factor start:

and this driver for the factor end:

be aware that your formula and axis might be different so that it works for you.
result:


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how to export a blender file with a lot of animations?
I've been working on a project involving around 40 animations in Blender, but I've hit a roadblock when attempting to export the Blender file to Godot. Unfortunately, both the FBX and GLTF formats seem to freeze and crash the moment I click the export button. It's becoming quite a hindrance to my workflow. I've considered the possibility of purchasing a new computer, but before taking such a drastic step, I'm wondering if there are any alternative solutions or troubleshooting steps I can explore to overcome this export issue. How can I go about resolving this problem and successfully export my animations to Godot without encountering these crashes?

Why not export to two files instead of one? Anyway, if you duplicate the blend file, you can delete animations 21 to 40 from the original and animations 1 to 20 from the duplicate. This way, you will end up with two blend files with 20 unique animations each. You can export 20 animations in one go, right?

@MrA obvious solution that i tried first, didn't work for what i need, loading the animations manually onto the gltf file in godot doesn't work, the skeleton doesn't recognize the animations that were imported later. for now my Solution was to try 3 times and wait 20-40 minutes each time hoping nothing crashes... on the third attempt after like almost 2 hours, i exproted it.


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Shading works for mirrored object only
I have mirrored the right eyeball and went to Shading. But what i do there only applies to the left eye. I've made a material and selected it and assigned it but nothing seems to happen.

I thought i could apply mirror, separate and delete the right eye and mirror the left eye so the shading would apply there too, but when i apply the mirror modifier, the shading on the left eye disappears too.
How do i make the shading apply on the both eyes?
Here is what ive done in shading.

I think we'll need to see your Blend file. You can share it via https://blend-exchange.com/ following the instructions there to copy the link on that page then edit your question here and paste the link into it.

does the texture appear on the backside of the right eyeball? if so, maybe apply rotation.... (just a guess...)

The shading does not appear at the back. To "solve" it, i created an eye and did the texture then duplicated the eye and this worked for me fortunately


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Blender Pole Target Rotates Wildly When IK Target, PoleTarget, or Any Other Bone Gets Moved
I have IK constraints all over this thing, but the knees are broken. They were fine when I first made them, and now they're doing this:
Crazy Knees Being Obnoxious via Imgur
I've tried replacing the bone with a copy, remaking the IK constraint, and replacing the ankle and knee controller to no avail. I have no idea why it does this. Please, help!

Hello please share your file (the armature only)

@moonboots Sorry it took me so long to get back to you! Here's the armature.
https://drive.google.com/file/d/1XyovV4nIFUS7GUu9imF9dQ-KfuS9st2w/view?usp=drive_link

The head bone is also misbehaving. I deleted the pole target on one leg and it's not going crazy, but I want/need the pole target control. Also, you should hit alt+H, I have some parts hidden

You need to parent the pole target bones to the root or to the IK controller, not to the shin bones, otherwise there's a hierarchy conflict (also called circular dependency).

Thank you so, so much!!!


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(Beginner Here) How to Bevel All Curves At Once

I am a new Blender user attempting to animate CAD files 3D printing. I have managed to import G-Code into Blender using an Add-In, but they come in as curves without volume and I need to make them look like 3D printed filament. To do this, I would like to bevel all the curves at once, but it does not appear to be as easy as "A" -> increase depth. How do I make all the splines beveled so the object appears 3D printed?

Then you have all curves selected, click on value that you want to copy and from context menu select Copy to selected


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What is blender tools name?
What is the name of tools in the below of image, I cant find it in any blender version. I use blender version 3.6, 4.0 and 4.2

It is a tool for Grease Pencil objects in Edit Mode. The upper icon is the Extrude tool, the icon below is the Interpolate tool. But if you have no idea where to find them and what they are for, where have you seen them and why do you need them?

Oh i see, I have learn poly modeling for right now, thats image I seen on the tutorial short on youtube but I forgot the name of channel. I want to improve my forkflow for sculpting and poly modeling for minimize perfomance my low budget of my PC. Thank you sir for the answer.

@adityanugraha You're welcome. Please read: What should I do when someone answers my question?.


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Blender Grease Pencil - key frame animation is continuous instead of frame by frame

Please see the image below..I have onion skinning and auto-keying turned off, I should note. I have tried opening a new file with auto-keying turned on and do not seem to have this problem. I know it is possible to animate 2d with auto-keying off so I just can't figure out why my key frames stack on top of one another rather than transitioning frame by frame.
Any advice would be greatly appreciated, thank you!

Every new keyframed drawing or editing turns off the previous one in the same drawing layer. As you're drawing in different layers, previous ones are unaffected.
To solve you can either:

draw the new pose in the same layer of the previous to be replaced (standard method)

or, if you prefer, add an empty keyframe in the previous layer when it has to be turned off.


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How to fix rig merging pants?
So I'm trying to pose the legs of my rig, and it just merges the two legs together, what I mean is, it merges the clothes of them together.

Go to Edit mode, select all vertices of left side, in the vertex group properties tab select all vertex groups (one after one) related to the right side and press the "Remove" button.
Repeat for right side.
If some harsh bending appears, use the smooth brush in weight paint mode on all affected vertex groups.

The problem is the pants are joined together when rigging and i can't really move them in edit mode


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Why does blender save animations even when i want them to be deleted?
I don't know what more do i have to do to delete those animations... deleted the frames, toggled the shield thing, deleted their name... closed and opened again the blender file and they are still here.
not only are they a pain in the ass but they also slow down exporting to gltf

Right next to the selected "Action" you see the number 2. This means there are two so-called "users" that use this action. One user is right here -the selection box- and there is another object that uses it. This is the reason why the action is not discarded when you save the file. So, either find the other user and remove the action from it or go to the outliner, switch it to "Blender File" (the 2nd symbol in the header is a drop-down menu, to the left of the search field), expand "Actions" and delete the action.

@Blunder i don't even know what an user is in blender


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How to Convert Metarig To skeleton?
I hate this cause every time I export to gltf, the animations get broken, the only way to export animations to game engines is to use the "normal" armor skeleton or whatever it is called.... how do i do it ?


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How to make Group Input node use angle with Degrees?
In the Shader Editor I have created A Node Group and within this group I want to get an angle from the group input and do something with it.
If I simply create a new node input I am only allowed to have as input type Vector, Shader, Float or Color, if I choose Float I can then set Min and Max value to 0 and 360 and  connect that to Combine Vector and use the vector in a Mapping node like so:

This will not work as the input node value is in Degrees and the Combine + Mapping expect Radians.
I could add two Math nodes and covert from degrees to Radians x*Pi/180 or I could just temporarily connect an angle input from an Vector Rotate node like this:

For the group input to create a Degree input for me, like so:

So my question is: How to make an input accept angle Degrees ° ?
I have tried to input things like:

45d
45r
45°
"45r"

But none worked.

Does this answer your question? How to add Units in the Input Parameters of Geometry Nodes properties panel?

You can use Math node to convert degrees to radians:

Even Rotation input displays Degrees, but actually it uses Radians. That design flaw is considered as known issue:
https://developer.blender.org/T81389
It is like you can enable metric system to view distance in meters, radians are viewed in degrees by default:

If you connect the ANGLE node from a VECTOR Rotate node into the GROUP Input node you will see that MAGICALLY an degrees input is created

Oh, that's fun. So I've learned that it has an internal property bl_socketname  'NodeSocketFloat' and 'NodeSocketFloatAngle'. Then I try to change that, Blender crashes. So it is not supposed to be changed, I guess. So at least for now, this question seems to duplicate of this one: https://blender.stackexchange.com/questions/258623/how-to-add-units-in-the-input-parameters-of-geometry-nodes-properties-panel

Thanks for that! so there is actually a property for an input to be either Float or Float Angle, very interestingm, but how come I can change any input socket from Float to FloatAngle just by attaching the Angle input of a Vector Rotate? this puzzles me

Once created, it can't be changed. Only in properties panel. But where is no units there. So it is design flaw


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White and reddish marks on the final rendered image
I made a render but somehow there are these weird white and reddish marks, which I don't think is noise, on the final rendered image

Marks are just below the lid on the right
https://pasteall.org/blend/6c022b3cae91473f99e54d4be8ad3dc4

https://pasteall.org/blend/6c022b3cae91473f99e54d4be8ad3dc4

I'm not sure what that is because my render's don't have these artifacts. https://i.sstatic.net/vPdo3.png

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.

Thank you for your time. I think maybe there is something wrong with my blender because your render came out fine, somehow.

I tried it as well and yes it came out without any white/red marks, the only thing that I noticed that your cup has inverted faces but that shouldn't cause this issue

Hello and welcome. Please use a title that reflects the content of the question. It should be succinct, unique and identifying, and summarize what the issue is so that users can at a glance broadly understand what your post is about before opening it. Use the [edit] link below your post and avoid any emojis salutations or extraneous text not essential to the question. Remember, your title is the first thing potential visitors will see, and will weight heavily on their decision to open your question, which will directly affect the number of answers you might get.


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Why is the emissive light flickering while the camera is in motion?
Why is the emissive light flickering while the camera is in motion?
Using Blender 3.1.2
Blend File

You have to specify your question a little bit. If it would be "flickering like crazy" after you rendered the animation, this would be strange. But I guess you are referring to flickering while watching in the 3D Viewport. Well, the render engine might be relatively quick moving in realtime in the viewport, but still it needs to calculate the light emission new on each frame, and it takes its time. If you render it, the flickering is less - but even then, the glow is depending on the light values of the image pixels, and they change constantly when the image is moving.

Thanks for your reply @GordonBrinkmann. I hear what you're saying, the flickering is considerably worse in the viewport but still incredibly noticeable and distracting in my renders. Do you know of any way to reduce the effect?
Cheers

Turning off bloom in render settings and adding fog glow in the compositor instead solved the problem


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My space potatoes are playing up in renders
On the left my render preview depicts the asteroids as intended and on the right the actual render.
I am not using compositing.
I am using the FZRandomizer 2.2 (https://fruitzeus.gumroad.com/l/aWSEM) addon to create generative art and I believe it's causing the issue somehow as the renders are showing up fine before running the script.
Was wondering if anyone might be able to recognise and identify the issue off-hand.
Blend File

In the future you should use this method for sharing blend files.

I believe I have figured out the answer myself. All modifiers must be applied before running the FZRandomizer script.


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Adjust the bounding box dimensions of object manualy without affecting size of the mesh
I got a equilateral triangle (all measuring the same length) with the (bounding box) size of 10,10,8.66. I need it to stay this size since I am using it in a Lua script. The problem is, i want the triangle beveled. If I do this, the size changes due to the cut edges - to something like 9.8,10,84 … This messes up my lua scripts alignment and snapping mechanism.
Do I have any options to have the triangle beveled and yet keep the original size? resizing/scaling after beveling is not an option as this would cause alignment issues. Creating junk geometry - Verticies without faces does not either seem to work, as the 3d engine i am using automaticaly adds faces to verticies without.
Any ideas? There must be some way of manipulating the bounding box size manualy?

No, you cannot manipulate the bounding box manually independent from the mesh, because it is not an individual object, but an information derived from the mesh. The only thing you could do in Geometry Nodes is get the bounding box data from the mesh before beveling and store these informations in attributes. But first this means you would have to use Geometry Nodes (and I don't know if this is desired since you provide no info how you use the bounding box data) and it's also unfortunate that there is no bevel option inside Geometry Nodes, though that might not be too bad.

I havent used geometry nodes before. But by storing it in attributes, what will that do? I export the object as an fbx and import it into roblox where i have a lua script that uses the dimensions of the object to align and place stuff

Storing it in attributes does nothing, it is just the bounding box values stored are there in the attributes even after the bounding box got changed. But this is one of the reasons why it's always good to tell what you need it for, because not everybody (including me) automatically understands what "lua script" is. Geometry Nodes are Blender specific and I mentioned them supposing you need the data in Blender - they are not supported by the FBX file format, so this will not work. I have no idea if you can transfer the attributes to any properties that are supported by the FBX export format.

...and not to misunderstand anything - I guess in lua script there is no readout of a "predefined" bounding box dimension either, it is just calculated in realtime from the current mesh?

What I might have to do is to predefine the bounding box dimensions in my Lua script instead of getting it from the mesh, and then do some calculations to offset the pivot/anchor point of the model.


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Blender 4.0 can't adjust material
I have a problem with Blender 4.0. I have an .obj file exported from FreeCAD and I would like to add some material to it. But when I add the material to it (which is a picture of wooden texture), the pattern doesn't appear, on of the objects just become dark brown. If I do it on the basic cube, which appears when I start the program, everything is fine.
I attach a picture, where you can see the imported file (I only want to adjust the top object) in dark brown and the basic cube where the material appears perfectly.
Could you help me how to solve the problem?
Thank you for your help in advance.

Hi :). You probably need to UV unwrap your object again.


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How to add gloss to image texture?
I would like to create a furniture with high gloss front doors. I can add an image texture to the object, so the texture will look like the furniture sheet's texture, but I don't how can I reach a high gloss look. I attach a picture about a real life furniture sheet, where you can see what I mean when I say high gloss. How can I get this look?
Thank you for your help in advance.

That's what "coat" option from the Principled BSDF is suppose to do:
Have a look at the manual about layers here and coat here.


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Image texture isn't colourful
I added a simple yellow image texture as material, but when I apply it to an object, it becomes less strong, it is not colourful. Even if I want to render it in Evee or Cycles, it also not as colourful as the original picture. How can I correct the colour to make it the same as on the added picture?
Thank you in advance.

Make sure that in the Render panel > Color Management > View Transform > you are in Standard mode. Also if you want the pure color without any light or shadow affecting it use an Emission shader, not the Principled BSDF or the Diffuse shader. If it still doesn't work please pack your image (File > External Data > Pack Resources) and share your file: https://blend-exchange.com/


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Image texture to multiple objects keeping ratio
I would like to apply an image texture to multiple objects in different sizes (it would be a wood texture for different board sizes). For example, I have a board in the size of x, 0.5x and 2x. I adjusted the image texture for the x size board, then I linked the material to the smaller and the bigger one. My problem is that the ratio keeps the same. So the image texture scaled up or down to the smaller or the bigger boards, so I can see the image adjusted in the x board on the other 2 boards, but just scaled. Is there a way to take in count the boards sizes? So on the x board I can see the whole image, on the 0.5x board I can see only the part of the image and on the 2x board I can see the image twice.
Thank you for your help in advance.

you can either make multiple materials and adapt the scale of the mapping node or you take the same material and change the uv map for every object.


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Subdivision modifier not working properly on a cylindric shape
I applied a Subdivision modifier to my mesh and this is what I got

Actually, I expected this to become an ellipsoid

Hello, maybe try a M > Merge by Distance or check if you don't have inner faces?

@moonboots yes, you are right. I really had redundant geometry. Thank you

you have overlapping vertices, select all in Edit mode and press M > Merge by Distance


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Arm, even though attached, is not cooperating with texture?(Not sure what to call it)
I'm pretty new to blender so currently I'm in a pickle. When I first finished the model and had the arm attached I noticed that when I shaded it smooth it didn't look right. I figured I attached it wrong and deleted the arm and attached an exact replica of the left arm to the body. The problem seemed to persist and it seemed to also effect the texture, despite the arm being joined with the body and UV editing showing it clearly as part of the mesh. I colored it to show some of the problem, the whole texture paint is purple except the arm.
I have done some research but without exactly knowing what's wrong with, whatever I did wrong, it's difficult to find answers. If it helps anymore I have the version that was shaded smooth, adding subdivision surfaces doesn't help. It seems to be separated even though it is joined to the body, the other arm is fine.
Help would be very much appreciated!

What you show in the second picture looks like inverted normals, switch to Edit mode, select all and press Shift N to fix it

I think Shift+N is the old shortcut that is used in Blender 2.79. In Blender 2.8+ press Alt+N to open the Normals menu. Or use the viewport's menu Mesh > Normals > ... -- You can use an overlay to check the normals. Have a look here: https://blender.stackexchange.com/a/216140/107598

@Blunder Shift-N is indeed used to recalculate normals right up to and including 4.02. As you say Alt-N gives you more options to recalculate Outside, Inside and Flip, etc.

@Blunder Don't know if there was a problem with 3.5.1 which is out of date now. 3.6.5 is the current LTS version and 4.02 the latest. It certainly works in Edit mode in 3.6.5. Mesh > Normals > Recalculate Outside shows Shift N as the shortcut on the menu here.