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Is there any way to randomly rotate invidividual particles either 90, 180, 270, or 360 degrees along one axis?
I'm a beginner at Blender, and I was trying to make a Tetris themed thing. For it, I wanted to have each individual piece be randomly rotated 90, 180, 270, or 360 degrees on the Z axis. Is there any way I could do that? So far, I have these nodes, which get a random arrangement by position for the pieces, but not by rotation. I tried to plug in the "Value" from the Multiply Node into Rotation for "Instance on Points", which didn't work since it had each kind of piece for the 7 pieces rotate across the X, Y, and Z axes a random amount (i.e. all of the L pieces tilted the same random amount):

with this node setup:

you will get this:

How it works:
it generates a random number (integer) from 0 to 3.
This will be multiplied with pi/2 (which is 90 degrees in radians) and so you will always get an angle of 0, 90, 180 or 270 degrees.

I don't really know what to do here since https://blender.stackexchange.com/questions/230339/how-do-i-randomly-rotate-point-instances-with-either-90-180-270-or-360-degrees/230344 is an exact duplicate but the solution I provided isn't relevant anymore with the fields workflow. Maybe repost your answer there too and link the two Q&A? But +1 of course

@Gorgious: i added it to your question so everything is in one place...makes more sense to me. And maybe you got even more reputation ;) Hope that's fine with you.

Sure that's alright thanks ! You got me a bronze badge actually ^^I just moved your fields solution first because I think the 2.9 solution will be less and less relevant in the future. Cheers


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Texture appears in "Viewport Shading Solid Texture", but turns pink in "Viewport Shading Material Preview"

I made a weapon in Blender, I created the texture and saved it on the computer and even though Blender knows where the texture is on my computer, the model turns pink. In this case, when it is in "Viewport Shading Material Preview", but when it is in "Viewport Shading Solid Texture" the texture appears without problem.

Your shader output does not appear to be connected to a material output node.  You need to connect the BSDF output of the Principled Shader to the Surface input of a Material node, like this:

Okay, so how do I do this?

Use Shift-A to bring up the add menu and select output->material output.  Drop the new node to the right of the principled shader. then click on the green dot next to BSDF in the principled and drag to the green dot next to Surface on the Material output.

But make sure you don't already have a material output node that's just not connected.  In that case just do the drag

source: Stack Exchange

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

sort: votes


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Problem with the texture of the eyes. Reflects HDR rather than eye texture
Does anyone know what this is? The texture of the eyes focuses this way. Reflecting HDR, rather than eye texture. This happens on a few different rigs. Including Rain, from Blender itself. Does anyone know what could be happening??

Looks like it's too glossy, add some roughness

It looks like you are in Material Preview in your Viewport Shading. Is this really a render ? What is you material ? Without more informations, you won't get far.

This is expected behavior for EEVEE and material preview. EEVEE does not support real refraction, so it fakes it using the world background. If you mean this to be an EEVEE render, you’d better use a mixture of Transparent and Glossy shaders instead of Glass, or turn on screen space reflection and refraction in both the render settings and the materials in question (the materials only have the refraction setting). It’s not perfect, but it’ll work.

He can go into the eevee settings and turn on screen space reflections and refractions, then go into the individual materials and turn on screen space refractions there as well. These are off by default to keep eevee performant

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


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AO Maps stretch?
Not sure how to word this problem, but when I bake my AO Maps its like they extend outwards. Is there a way to avoid this?

Please provide more informations on your setup. And https://blend-exchange.com/

Hello and welcome. Does not look like a problem, it looks more like texture dilation


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How to animate alternating color loop?
I am trying to do something very simple: have an object turn red, blue, red, blue, forever like a police light. It doesn't have to glow. I am using Blender 3.x and Blender 4.x.
I've googled the heck out of this and nothing works! How do you do this?
Thanks!

Plug a Color > Mix Color node into the Base Color of the Principled BSDF and keyframe the factor, then ShiftEt > Make Cyclic or check Lauloque's solution in the comments below:

to not have to make keyframes, you can also write #sin(frame*0.5) in the factor to make a sinusoidal function driver, and change the 0.5 to smaller or bigger values to make the wave slower or faster.

Forgot to mention: you can make it with nodes too: https://i.imgur.com/lNFUgEA.png


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Object are dislocated when its render

some object are dislocated when Click on render the door handle object are dislocated

Looks like there are modifiers or something which have different settings for viewport and render. But without seeing those settings or inspecting the file this is just guesswork.

As @GordonBrinkmann says, we'll need to see your Blend file.  You can share it via https://blend-exchange.com/ following the instructions there to copy the full link on that page. Then edit your question here and paste the link into it.


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How to make an operator not undoable?
I'd like to make an addon to do view3d.camera_flip_x() but not make any undo history, because Clip Studio Paint doesn't include flipping in the undo history and it's annoying to draw on blender when I have a habit of flipping a lot to check drawings from a different perspective.

You would make an operator, then in the bl_options you would make sure it doesn't have "UNDO". Open the scripting window and then go to Template > Operator Add Mesh and you should see bl_idname, bl_label, bl_options etc. bl_options has {REGISTER, UNDO} that would be where that kind of stuff is in an operator.

When I tried this already, I never even wrote undo, but it still has it there in the history. Is it because I'm doing view3d.camera_flip_x? If I had to guess, that operator I called is what is actually being added, instead of my operator

I don't think that's possible. I think this kind of functionality is not desirable and the devs would try to avoid this in the API. But I am not 100% sure...

I'm looking into using on-release keymaps for the actual flip operator, and temporarily disabling global undo with the press. I'll post an answer here if I get it working, hopefully with a huge warning that it's really bad form.

Nevermind, can't be done, waiting in a modal would just eat all release inputs and not let the release key hear it.

plus even in global undo mode off, it still ends up in the undo stack, just merged with the action which came after.

Hello and welcome. Can you share a simple example of an operator exhibiting this behavior?

after disabling global undo, try flipping the camera, then re enabling Global Undo, and drawing a stroke (gpencil.draw), and undoing will undo both at once.


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How can I rig human-looking face onto a 3d FLAME mesh talking head?
Noob question here as I've just started working with Blender and 3d models:
I'm currently working with Blender 3.4.1 and I'm using Python script which runs blender on render.py and animates a 3d facial mesh. I would like to rig on a realistic looking facial head and was wondering how to do this in the Python API? Are there any ready-to-load faces out there in the wild that you can just tag on and make everything work? Here's what I currently have for render.py
import bpy
import os
import numpy as np
import sys

filename = str(sys.argv[-1])
root_dir = str(sys.argv[-2])

model_bsList = ["browDownLeft",
                "browDownRight",
                "browInnerUp",
                "browOuterUpLeft",
                "browOuterUpRight",
                "cheekPuff",
                "cheekSquintLeft",
                "cheekSquintRight",
                "eyeBlinkLeft",
                "eyeBlinkRight",
                "eyeLookDownLeft",
                "eyeLookDownRight",
                "eyeLookInLeft",
                "eyeLookInRight",
                "eyeLookOutLeft",
                "eyeLookOutRight",
                "eyeLookUpLeft",
                "eyeLookUpRight",
                "eyeSquintLeft",
                "eyeSquintRight",
                "eyeWideLeft",
                "eyeWideRight",
                "jawForward",
                "jawLeft",
                "jawOpen",
                "jawRight",
                "mouthClose",
                "mouthDimpleLeft",
                "mouthDimpleRight",
                "mouthFrownLeft",
                "mouthFrownRight",
                "mouthFunnel",
                "mouthLeft",
                "mouthLowerDownLeft",
                "mouthLowerDownRight",
                "mouthPressLeft",
                "mouthPressRight",
                "mouthPucker",
                "mouthRight",
                "mouthRollLower",
                "mouthRollUpper",
                "mouthShrugLower",
                "mouthShrugUpper",
                "mouthSmileLeft",
                "mouthSmileRight",
                "mouthStretchLeft",
                "mouthStretchRight",
                "mouthUpperUpLeft",
                "mouthUpperUpRight",
                "noseSneerLeft",
                "noseSneerRight",
                "tongueOut"]

obj = bpy.data.objects["face"]

bpy.context.scene.render.engine = 'BLENDER_WORKBENCH'
bpy.context.scene.display.shading.light = 'MATCAP'
bpy.context.scene.display.render_aa = 'FXAA'
bpy.context.scene.render.resolution_x = int(512)
bpy.context.scene.render.resolution_y = int(768)
bpy.context.scene.render.fps = 30
bpy.context.scene.render.image_settings.file_format = 'PNG'

cam = bpy.data.objects['Camera']
cam.scale = [2, 2, 2]
bpy.context.scene.camera = cam

output_dir = root_dir + filename
blendshape_path = root_dir + filename + '.npy'

result = []
bs = np.load(blendshape_path)

for i in range(bs.shape[0]):
    curr_bs = bs[i]
    for j in range(52):
        obj.data.shape_keys.key_blocks[model_bsList[j]].value = curr_bs[j]
    bpy.context.scene.render.filepath = os.path.join(output_dir, '{}.png'.format(i))
    bpy.ops.render.render(write_still=True)

I'm guessing what I need to add is a face_obj = bpy.data.objects["human_face"] and also when it's time to render blendshapes I do a face_obj.data.shape_keys.key_blocks[model_bsList[j]].value = curr_bs[j] as well. This is over-simplifiying things but it seems like it's a common bsList, so the question is, does anyone know of any ready to load real heads that I can rig on top of the one I already have? If so, am I thinking of things the correct way as well?
Here's a picture of what the head currently looks like:


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How can i make particle or molecular simulation which fills the ground?
I want to create an animation for my portfolio. There is a shot in which the model bursts out from the particles-filled ground, and these particles make waves like in the sand effect in the Dune movie when the sandworm comes. I tried filling the ground with particles, but it wants more than 120k particles for that, so is there any way I can achieve this result?
I am new to particle physics.
This is the inspiration for the waves effect but I want more control on the ground with lit waves.


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Is it possible to re-orient my world axis to the "ground" of my model? rather than rotating my model to match the world axis
Currently the construction plane is vertical to the base of my model. I'm trying to have the construction plane on the base instead.
I downloaded this model from Google earth and I plan to re-upload it later. Rotating the model make the it "floating" on Google earth.

Did you apply the rotation after you rotated it in Blender? Ctrl-A > Rotation in Object mode with everything selected.

You can't move or rotate the world axis.

why not rotating the model to make it match the global axis?

If you do not want to rotate the model, there is nothing you can do. The world orientation cannot be changed. And it would not make much sense either. A scene can have multiple objects, not just a single one. Everything based on world coordinates (not just objects, modifiers, constraints etc. as well) would change just because you wanted to avoid rotating one object.

There is no "hyperworld" or something similar containing the world. Without such wrapping frame of reference it doesn't make a difference if you rotate an object to align with the world or rotate the world to align with the object. It's like rotating a house to have the door open without touching the door - if there's no ground or other frame of reference, there's no difference between the two. Regarding your export/import problem, maybe you could parent the object to an empty and rotate that empty?


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Stone-effect porcelain stoneware: problems with stone veins
I'm having some difficulties reproducing the veins effect in the stone. I can't find a way to make them run along a direction and randomly split here and there.
I am using a Voronoi texture but the lines tend to wrap around themselves (creating rings and semi-circles) or they overlap too much. For the test render, I had to fine-tune the scale of the textures in order to achieve a somewhat acceptable result, and it's still very far from the desired effect.
Desired effect (at the end of the linked page, under "Variations", you can find different examples): https://www.leaceramiche.com/collection/nextone

My attempt (too few veins and they are not splitting like in the desired effect, if I try to increase their number they wrap around and overlap with each other. Ignore the difference in colour, for the moment):

Nodes (a lot of trial and error here):

You can't really do branching paths in the shader nodes.  See this comment on BA for more information on workarounds.

Thank you, knowing the technical name of what I'm trying to achieve helps a lot as I can make a more targeted research. Do you think there is a way to achieve a similar effect in a less complex way? Maybe some vector math to "filter" the veins to be shown mostly in a specific direction. I'm out of ideas. It feels like it should be easy to procedurally generated stone veins in a 3D rendering software.

The best I've ever been able to do is have two copies of the cracks, offset one slightly in some way, and then mask the offset one with another texture to hide most of its cracks.  It helps to create the cracks and then scale along one dimension so that they stretch in that direction as well.


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i have problem with uv packer. How do i fix this uv? i click pack and it snap to the edge. I follow champfer zone tutorial
aa
enter image description here

Could you please include some information about what you have tried so far, and what you did to get here? Thank you!

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.

thx for helping. It fixed now. I just want it to be full uv mapping not snaped to the side. Just missed some mark seam

apply object scale in object mode


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How to cut the object?
[
How to cut something like this I've been thinking about for a long time and I have no idea. Anyone, please help me to make it possible.

You may want to use the knife tool in blender.

You could create a cylinder, rip its front edge, mirror:

Deform it with the Proportional Editing option:

Close the inner topology, etc:


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making a realistic bracelet with gravity
my question today was pertaining making realistic bracelets and/or watches that could possibly move along the axis of the forearm of an avatar with gravity in mind. if you don't know what I mean imagine wearing a slightly over sized watch and it would slide up and down your fore-arm and wrist whenever your arm was pointed upwards. FYI im looking to get assets from gumroad and applying anything I learn from you guys in blender and exporting the avatar to unity for vrchat. I think making something like this would be truly revolutionary in VR

You could use two or three different physics simulation methods, but I’m not sure how well that would work in a VR system export.

You can use Physics > Rigid Body. The bracelet will be set to Type > Active, Shape > Mesh, the cylinder will be set to Type > Passive, Settings > Animated, Shape > Mesh. Make the cylinder invisible and parent it to the same bone as the forearm:


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When I generate the rig from my metarig the rig is taller than the metarig

When I generate the rig from my metarig the rig is taller than the metarig. Is this normal? what am I doing wrong?

Have you tried applying the scale to the rig before generating it?

You need to always apply the scale of the metarig before generating your rig.

You forgot to apply the scale
It is a very common problem and can be avoided easily. When you created your metarig, you probably scaled it down to align it with your model and you generated your rig and then the generated rig gets the size of the actual unscaled metarig.
To fix this, just delete the generated rig, select the metarig. Press CTRL + A and chose Apply Scale then generate the rig.

Thank you for the help.

You're welcome.


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Blender particle mball simulation, does now work with time stretching
I have particle system, contained within the object mesh, with collisions, with 0.001 second timestep, 27 subframes. The particles object are mballs. All works well when i render movie without time stretching.
When I time stretch 1:4 the mballs go through the walls of the object. Its like the blender was simply regressing the posion of mballs, and allows them to go through the wall (mostly on 3 out of each 4 cycle frames), and recapps (at 4 back to cached position).
Any one knows what I am talking about ?

did you cache the simulation before time stretching?

Of course. With multiple extra frames (256)...


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how to displace a mesh based off another mesh
i have a subdivided plane, with two other meshes, one is higher than the plane, the other is lower. i need to find a way to stretch the plane to meet the higher mesh when its under it, and stretch below to meet the lower mesh when the plane is above it, and when theres neither mesh above or below it, it stays the same. id love to do this manually, but i need to do this 80 ish times on very high resolution planes, so thats not exactly an option.

I would suggest the Shrinkwrap modifier in Project mode, with a limit on the distance.
Here is the two object projection.  I'm not sure if one could stack them for >2 object attractions.

my example:
I you want some reverberation dynamic, I would instead use a cloth simulation, set Gravity=0,  add (large value) forces to the spheres (or forces with copy-location of spheres).


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How to snap every face to uneven object
I'm trying to snap this "beige" object onto the green object. I'm getting close with the snapping tool but the issue is that the beige object retains its shape and the green object is uneven as the picture shows. I need the beige object to conform to the unevenness of the green object. I can do it in 2 ways:

Have every face of the beige object snap individually to the green object
Cut a hole in the green object so that the beige object fits perfectly in it. (The green object also has lots of faces divided like the beige object faces)

Which way would be best and would I achieve it?

Add a "shrinkwrap" modifier on the beige shape, and as "target" select the green thing.
You can add an "offset" in the modifier if you want it a litle outside.
Or you can "apply" the modifier and extrude the beige object just a little.

This works well thanks. After the shrinkwrap is there a way to "cut a hole" through the green with the beige?

@AvsBest, you can use a "boolean" modifier in subtract mode.


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VSE: Set default import settings for Strips
When importing an image  to VSE, the Color Space is set to sRGB by default, I'm trying to get it to default to Display P3 instead.
Alternatively change Strip > Transform > Filter to Box by default instead of auto.
Reason being I work with images with transparency, and with the default settings, it creates this white line around my image whenever I scale or rotate it.
Changing these settings are the only way I've manage to remove the white lines, but it can be quite exhausting having to change this every time I import a new image or start a new file. If there is a setting I can change that will fix this and save as default start up, that will do as well!


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Scripting in Blender to create 3 methods of extrude, bend and rotate
I am trying to create 3 methods, I have the extrude and the rotate, but I cannot figure out the bend portion of the script. I need it so that I can systematically bend and extrude to form an object. Its like a wire extruding and then bending in different directions.
I would like it so that the bend moves so that it appears to stay on a specific spot on the wire even after the wire is extruded more.
I have tried a simple deform, but then the extrusion aspect does not work appropriately.
I made a visual example using geometry nodes of what it should look like. Any help at all would be appreciated!


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Problem with edge creases using subdivision surface
I'm trying to create a shape using subdivision surface that has a sharp edge perpendicular to a smooth face. However, I can't seem to achieve this without causing unwanted distortions. This is an example of the sort of shape I want:

And so far i've only been able to achieve the following using subdivision:

Using bevels prior to subdivision causes this, which isn't much better:

I'm wondering how I could get this shape using only subdivision surface (and maybe a bevel modifier), if possible. The sharp edges are eventually going to be beveled either way, so any solutions that use support loops or whatever would work (that would actually be preferable)

Hello could you please share your file? It's not always possible to avoid a real topology work actually

You probably need a 32 vertex cylinder and sometimes you can't succeed with creases and you need to do real topology like for example this solution:


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Change render visibility of collection at start/end of action
I have two collections of objects, one is for a walk cycle and the other is for an idle cycle of two things that look visually similar but are not the same. The end goal is to have two things which look like 2d sprites but are animated in 3d space which is why they are not the same objects in both collections (I could potentially morph the meshes from one collection into the shapes of the other but this seems needlessly time consuming). I want to have one action which plays the armature's animation and at the start of the animation, hides the other collection in render. And another action tied to a different armature which, when played, hides the collection associated with the other animation. The end goal is to import this into Godot so that each action can be triggered by in game events, and I don't think Godot likes Blender's modifiers. It appears I can create a new driver from a collections visibility but it just copies the information to a clip board and I do not know how to use it. Please let me know how I can use an action start as a driver for a collections render visibility, or if I am going about this in completely the wrong way, let me know how to switch between collections during actions.

Sorry if I'm misunderstanding your setup, but wouldn't it be easier to export the 2 different "cycles" separately and let Godot's State Machine handle the transitions?

I agree with @ChristopherBennett here but I have to admit I'm not familiar with Godot. As you said, Godot probably doesn't "like" Blender's modifiers, but animating the collection visibility? I don't know if Godot "likes" Blender's concept of collections and I highly doubt it "likes" Blender's visibility settings.

That is probably the way to go, yeah. Thank you both I'll do that instead.


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How do I append Ben Ayers' Genshin Impact Shaders to my .pmx model? Not familiar with shaders - 3.6 LTS
How do I append the materials of these shaders to my .pmx models? I understand placing the node group but I don't understand how to connect the inputs and outputs.
Do I have to manually edit the node myself or is there any other way? The manual included in the file states that I have to append the materials and then add the node group to any material. However, I don't know how to do that. It instead appears as a separate material of my model's mesh.

If you are having problems, I suggest you contact the author directly. There's a reply from him to one of the comments on the page that you linked to saying "Please feel free to message me if you have any questions or need assistance. I'm always happy to help and resolve any issues."

Hello and welcome. While files, images, and external videos or links may be helpful additions they should not be the only way to obtain information about your issue. Don't make understanding your question rely on downloading a file, watching a video or visiting an external site. Use the builtin tools to upload images or gifs, along with thoroughly explaining the problem in written form so it can be indexed and searched for thus helping future visitors with similar issues.


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Object moves in opposite direction from the axes
I am currently working on a model which requires an array of the same object following a curve. In order to have the array of objects facing the appropriate direction along the curve, I had to apply a 180° rotation to my Y and Z axes... And now the object acts weird.
Namely : when I move it along the X axis, it moves along the Z one (i.e vertically). When I move it along the Z axis, it moves along the X one (i.e horizontally). And when I move it along the Y axis, it moves in the opposite direction (i.e it goes left when I pull it to the right).
And I cannot, for the life of me, find how to fix this problem : I've tried applying All Transformations to reset the scale, location & rotation to 0, it didn't change anything. I tried moving the origin around, but nothing either. I have absolutely no clue what's going on.
Any help would be greatly appreciated, thank you !

Without seeing any screenshot where we can see the settings like Transformation Orientation, the object's rotation, the Array and Curve modifier setting etc. it is hard to tell what exactly is going on, we can only guess blindly. And are you moving the object in Object Mode or Edit Mode? And if you want the object to follow the curve, what is your goal in moving it which you cannot achieve with this weird behavior? Probably uploading your file here: https://blend-exchange.com would be best and follow the instructions there to edit it into your question.


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Texture display resize

Does anyone know how to resize the texture display? I'm referring to the contour, not the image texture, please!

Use the mouse scroll wheel assuming you're talking about the size of the image in the window otherwise you'll have to be more specific as to exactly what you need.


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How can I input a continuous value range in blender?
General Explanation to My Question
I want to display a curve defined by parameter equations using a shader node tree:
$$ f(x)=\left\{
\begin{aligned}
x & =  f(\theta) \\
y & =  g(\theta) \\
\end{aligned}
\right.
$$
To achieve this, I have to input a precise range of $\theta$ in the Shader Editor.
The situation
I've created something interesting: a screen that displays a Lissajous curve.
Here is how my node tree look like:

The node tree mainly comprises of 2 parts:

the coordinate grids
the curve (or, to be more precise, "the dot")

Here is what my texture looks like on a plane (2m * 2m, layed on XOY Plane) :

The question
Currently, I use a Value node which outputs #frame to change the position of the dot along with time of animation, just like a oscilloscope in the real world.

But I'd like to go furthur - I want to show the curve all at once, that is, to show the entire curve in one frame.

A common definition of Lissajous Curve is given as:
$$ f(x)=\left\{
\begin{aligned}
x & =  \sin(\theta) \\
y & =  \sin(\omega \theta + \phi) \\
\end{aligned}
\right.
$$
To display this, I have to input a range of $\theta$ in the Shader Editor.
And to the best of my knowledge, this is impossible unless an output node, like the Value, is capable of outputing a "continuous" value range.
Is there any way I can output a value range, or is there any workaround? Thanks a lot!

Instead of #frame use a repeat zone and set the iterations as high as you need.

Thank you very much for your reply! Sorry, I'm new here. I can't find a repeat zone in the Shader Editor. After some search, I unterstand that the repeat zone is a feature in the Geometry Editor, which I'm very unfamiliar with. Do you mean that I'll have to draw my plot using the Geomery Editor instead? Thank you!

Forget what I said, I'm an idiot and I have old bad eyes. On my phone I thought I saw the Geometry Nodes Editor. ♂ Or actually I modtly looked at the nodetree under "The Question", which basically contains mostly Math nodes that exist in Geometry Nodes as well.

Thank you for your time! It seems to me that the shader Editor doesn't support iteration or repeat. Maybe I'll have to look into the Geometry Nodes or maybe turn to some Python scripts.

Lissajous table Pattern in Blender Geometry Nodes


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Scene tracking graph go nuts
Every marker in my scene go to zero repeatedly, can't figure out why, googling also doesn't give me any answer. Result seems ok, but tracking graph looks like a hair comb or like triangle wave generator


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Texture gets messed up when exporting animation from Blender to Sketchfab and FAB
I'm facing a problem when exporting an animation from Blender to Sketchfab. The animation and the 3D mesh are sent correctly; however, when I apply the textures, they appear messed up on Sketchfab. Interestingly, when I view the model in the Windows 3D viewer, the textures show up correctly. Additionally, when I export the model without animation, the textures also work fine on Sketchfab.
I have already checked the UV mapping and tried different export formats like FBX and GLTF, but the problem persists only when exporting the model with animation.
Does anyone have any ideas on how I can resolve this texture issue when exporting animations?
Viwer 3D windows:

sketchfab problem textures:

I’ve already figured out what the problem was. It happens when a vertex or edge is too close to another one; for some reason, Sketchfab glitches and causes many issues. It basically merges vertices when they are too close to each other.


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How to delete a common normal map from all materials?
So, I imported this map from somewhere in Blender and all materials seem to have a same normal map node which I want to remove. There are many materials so, if you can help me with a script to remove normal map from all materials, it would be a great gesture :) Sharing a screenshot of the same

import bpy
for mat in bpy.data.materials:
    if mat.node_tree:
        nodes = mat.node_tree.nodes
        names = [n.name for n in nodes if n.type == 'NORMAL_MAP']
        for name in names:
            nodes.remove(nodes[name])


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How to write a code to change color space of all image textures attached to Base Color of Principled BSDF of all materials?
I want to write a code to change color space of all image textures attached to Base Color of Principled BSDF of all materials

```python
import bpy

def change_base_color_space(object, color_space='sRGB'):
    '''
    Change the color space of the base color image texture node.

    object (bpy.types.Object) - The object to take material from.
    color_space (enum in [‘Filmic Log’, ‘Filmic sRGB’, ‘Linear’, ‘Linear ACES’, ‘Linear ACEScg’, ‘Non-Color’, ‘Raw’, ‘sRGB’, ‘XYZ’], default ‘sRGB’) - Color space in the image file, to convert to and from when saving and loading the image.
    '''
    if object.material_slots:
        for slot in object.material_slots:
            if slot.material:
                node_tree = slot.material.node_tree

                for node in node_tree.nodes:
                    if node.type == 'BSDF_PRINCIPLED' and node.inputs['Base Color'].is_linked:
                        image_node =  node.inputs['Base Color'].links[0].from_node
                        if image_node.image:
                            image_node.image.colorspace_settings.name = color_space

change_base_color_space(bpy.context.object, 'Non-Color')


text:
How to write a code through which I can remove the image textures attached to Alpha of Principled BSDF of all materials?
When I import models from online, they come with an Alpha map which makes the whole object translucent looking and when I remove the image textures attached to Alpha map of all materials, it fixes the issue. So, I am looking for a code which will help me a ton to remove the image textures attached to Alpha of Principled BSDF of all materials.

```python
import bpy

def remove_alpha_image(object):
    '''
    Remove alpha image texture node.

    object (bpy.types.Object) - The object to take material from.
    '''
    if object.material_slots:
        for slot in object.material_slots:
            if slot.material:
                node_tree = slot.material.node_tree

                for node in node_tree.nodes:
                    if node.type == 'BSDF_PRINCIPLED' and node.inputs['Alpha'].is_linked:
                        image_node =  node.inputs['Alpha'].links[0].from_node
                        node_tree.nodes.remove(image_node)

remove_alpha_image(bpy.context.object)


text:
The menu and almost everything disappeared on Blender
I am using Blender 3.1 on my Macbook and was trying to install the Screencast Keys addon, which wasn't working. I kept getting an error. So someone recommended that I access the addons folder through the package contents and add the screencast keys folder there. Apparently it had worked for a lot of people, but not for me. Now all my menus are gone when I open blender and I am unable to do anything. How do I fix the issue?

Looks like Blender hasn't found some vital file(s) required for startup.
To start with I'd suggest uninstalling the screencast keys add-on from wherever you tried to install it. Just delete all the files you placed there (hopefully just the one file/folder). If that doesn't work, try starting again with a fresh Blender install. If you had a lot of add-ons installed then I realise that this is undesirable but it may be your last resort.

Thanks for your answer. At the end, I had to reinstall Blender to get everything working again.


text:
How to insert an eyeball texture into an eyeball mesh
The Problem
When I try to adjust the texture of the eyeball with the resize eyeball object, the eyeball always appears black. I am currently at a loss.

hello, please pack your image (File > External Data > Pack Resources) and share your file (upload and copy paste the URL): https://pasteall.org/blend/

this question got 881 views within one hour? What makes it so popular?

Did you create a material and assign the texture as base color? Cycles or evee?

Hello, the problem has been solved. I have just appended the eye again to blender.


text:
Modifiers dont work properly after SVG Import and Curve to Mesh
:)
I try to make a 3D object from a vector logo. But when i try to use modifiers they dont work properly.
Here my steps:

import SVG ➔ origin to geometry ➔ scale all up, rotate z&y ➔ apply all transformations.
remove the SVG material ➔ curve: fill mode: none ➔ resolution 24
convert to mesh
edit mode ➔ select all ➔ x: limited desolve, max angle: 0,1°
select all ➔ f: new face ➔ p: seperate the counter (holes in the S-form)

And now i try to use modifiers in this order: solidify, bevel, supdivision surface.
The solidify seems to work fine. In the bevel modifier i can't change the amount. And the supsurf looks like shit.
I also tried to make the faces by hand, this hasnt worked either. The seperated counters should be used later with a boolean.
I also checked the svg file. In Illustator the points look clean, there is no overlaping. Also in edit mode i can't find mistakes likes overlapping or something. I also tried extruding it in edit mode.
I think there is something obvious i dont see as a beginner. Maybe topology or something.
Here is the SVG I use:
https://svgshare.com/s/fqF

Hope you can help! :)
BR Phil

I think the resulting geometry is just too complicated for Blender, mostly because of the single face with two holes.  Here's Geometry that doesn't go whacko when I add the modifiers:

I didn't scale and rotate, because that wouldn't have made any difference and you didn't specify by how much.  You can do that with this geometry.
After I converted to mesh and removed the counter, I used the counter in a Boolean to create the holes and applied the boolean.  I deleted the resulting large single face and created the geometry you see here.
To go around the curves easily, I enabled the F2 addon, it's a built in and it allows this technique:

Select one vertex on the outside and inside at the edge of the curve.
Type F to create an edge between them.
Place the cursor so that it's in the direction you want to add faces.
Type F as many times as necessary to fill all of the faces in the curve.

I included the long diagonal edge and the quad that creates.
Next I selected all of the vertices surrounding the remaining empty part of the object and created a single face.  I repeated this on the bottom as well.
Finally, I used the knife tool to connect two of the vertices making a quad.  Doing this three more times, I ended up with all quad geometry.
Supporting images:

The empty geometry:

The starting edge:

All of the faces created using the F2 tool for the first section:

All of the faces created using the F2 tool

1 The manual face on the bottom

Wow, Thank you! I will try it tomorrow and tell you if it worked. but sounds like it would! :)

@PhilVonD. good luck.  I kind of rushed the explanation, so feel free to ask any questions that come up.

I tried your workflow and i have some questions.

What do you mean with
"I used the counter in a Boolean to create the holes and applied the boolean. I deleted the resulting large single face and created the geometry you see here."
Did you used the boolean before you solidify or extrude? When I try this the boolean don't work. Is this step necessary or could i use the mesh with the holes?

Is there a special way how you seperate the last face in three faces?

Did you tried to use a bevel modifier after you made the mesh? did the amount-slider work on your version?


text:
How can I snap vertices with different Z values to a plane underneath?

I want to snap the vertices I selected to the plane underneath them. But as you can see, the vertices have different Z positions; and when I select them altogether and try to snap them to the faces below, some of them go through the plane and can be seen from underneath. How can I fix it?

*I will address this object above the plane as a pancake.
1) Keep the pancake and the plane as two separate meshes.
**If it's one mesh - then separate plane from pancake (=instructions=)
2) While being in Edit Mode of the pancake: make sure that selected ONLY vertices which should be snapped.
3) Add new vertex group, name it "Snap" (or some other name) and press Assign to assign selected vertices to vertex-group "Snap"

4) Now go to Object Mode and add to the pancake a Shrinkwrap modifier (from Deform section)
5) Set plane as a Target
6) Click Vertex Group and select vertex group named "Snap" (or other name if you've named it differently)

7) Adjust Offset and Wrap Method (if needed)
That's it :)


text:
Bridge edge loops of two nested cylinders
I'm trying to connect two nested cylinders (with equal number of edges) but "Bridge edge loops" is not working for this.

I tryed to alter parameters of this function but uselessly. Maybe you know what is the fastest way to do it?

If you enable Face Orientation in the Overlays, I'm pretty sure it looks something like this:

The outer ring has its face normals pointing outwards (blue) and the faces of the inner ring are pointing in the same direction.
However if you want to create a ring with the top and bottom closed, the faces of the inner ring would have to point with their faces to the center of the ring to create manifold geometry.
So what you have to do is select all the inner faces, then hit Alt+N > Normals > Flip to invert the orientation and now the red side is pointing towards the outer ring:

If you now use the Bridge Edge Loops tool, it should work as expected:

I'm trying to repeat it but the inversion only affects one active face. What am I doing wrong?

@White_Scorpion Well, how are you exactly doing it? You have to select all the faces you want to flip, then press Alt+N and choose Flip from the opening menu.

I select it with "Select loop" then trying to flip it as being said. Here's the screenshots:
https://imgur.com/a/Ur3qEtb

@White_Scorpion There is something wrong with your mesh... when you select all faces of the loop, the top and bottom edges should be selected too - but they are not, they are black. Do you have duplicate geometry there? Try selecting all with A, then M > Merge by Distance.

I made it by simply selecting faces manually. Loop selection seems to only affect edges. But I shoud have used "Select linked flat faces" instead.

@White_Scorpion You selected faces manually? Have you maybe left some out? But your screenshot says you are in Face Select mode. It is not possible to select only edges without faces in that mode. And to select a face loop, hold Alt and click on the vertical edge between two faces. You should learn the many different basic selection methods in Blender. Have you tried merging vertices? If you can't get it to work you might have to upload your file for inspection.

I mean that it finally works with manual selecting. I just used wrong auto-selection before. Thank you for your tips! I use Blender too rarely to properly learn it.


text:
Why eights painting is displaying wrong callers in both selection modes
I rigged a  body that is not in a standart position (random pose ) .I parranted the bones with automatic weights.
I clicked in the weight painted mode ( first selected skeleton then mesh) and repainted some areas arround the fingers that were very close to the leg. It show 100% blue so that means 0 weight of the finger bones that were messing with the leg mesh. Unfortunately when I move them in pose mode part of the mesh is still moving.I did repaint that blue for hours to find out also that depending on the way you select one and the same bone either from the list or with  ( Shift+right mouse button) Blender will display different weights ( blue gradient) .Regardless I repainted for both type of selection and still have the same problem weights not working as displayed...is that a bug ? See attachment

There is no attachment.


text:
Why does my mesh deform when transferring weights?
Kinda new to blender, but anytime i try to transfer weights to make the mesh move with the body it just deforms like so

Any idea on what's causing it or how to make it stay in place like this?


text:
Unnecessary animation between two poses keyframed
when key framing 2 poses, unwanted poses get added in between, the legs get crossed when trying to animate it to walk

Welcome to BSE. I'm afraid we don't have nearly enough information to even guess what's happened there. I think we'll need to see your Blend file which you can share via https://blend-exchange.com/ following the instructions there to copy the full link on that page. Then edit your question here and paste the full link into it.

(0) Make sure there are no extra keyframes created. (1) Check your rotation order. (2) Unroll rotations in the graph editor.


text:
why does subsurf pinch weird dent on my chair?
Weird lines I found in wireframe mode also there's another dent at the bottom.
Before subsurf

Dent in subsurf

probably an inner face?

oh my god yes it was an inner face how I was looking right at it sorry

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

An inner face is causing the problem, delete it


text:
Viewport Shading Question
How can I made shape/edges of the car to be seen better?
I got those results in Shade Mode:

I want some more contrast with shapes/edges/shadows seen.
Even sketch looking view like this:

Welcome. Please use a title that matches the content of the question. It should be descriptive but succinct, unique and identifying, summarizing the issue in such way that anyone searching for a similar problem may easily find it. Use the [edit] link above, remove anything superfluous, avoid words like "this","issue with" or "question about". Remember, your title is the first thing potential visitors will see, answers you get depend heavily on how inviting it is. See "What is the problem of asking “How do I do this?""

As Chris says, there are a lot of option in the Viewport Shading panel

A cube with one face deleted using the default settings:

As commented above you can play with the Viewport Shading settings (1). Turn on Cavity (2) and try using different Studio Lighting settings (3) and then (4). The image below shows the same cube with all those settings applied:

Thanks. I have done exactly what you advice me. Thanks for print screen!

maybe turn on cavity, so see edges better:

Another thing you can do additionally to what is given in the other answers is enabling Wireframe  in the Viewport Overlays, although this might be too much visible edges for your liking. The slider for Wireframe can reduce the visible edges, but I don't think this works well. If you don't want the edges so prominently black, you can reduce the Opacity next to the Wireframe.


text:
Knife tool not working?
I'm new to Blender and I'm following a video on how to model a female anime body, all was going great, but when I tried to use the knife tool I started having problems.
First off the knife tool doesn't clip to the corners (corner points*) for some reason (or to the lines I want them to clip to).

Second, when I select where I want to cut it, it adds an extra cutting point. (for example if I select the corner or just a bit under the corner it would add a 3rd point alot higher, making an almost finished triangle or an A without the horizontal line in the middle).

I select where I want to cut.

This is the line it shows, as you can see I couldn't clip to the corners or it clipped to something else.

This is the result of it, as you can see it adds an extra cut above where I clicked.

https://mega.nz/file/ig5CEawI#rrSSvu9bBXjJDcEVydpAe5O1HnXx1UgIfGuR85VywNo
I can't reproduce the extra cut shown as a line and a dot, but you can see that it makes the cut alot higher than where I selected it. (Or it still does but doesn't show)
If I put the cutting point under the corner it does the exact same.
I use Blender version 3.5.1 from Steam.
I want to make a belly button and I want to make quads from the belly button as I heard it was easier to model with quads.
Am I doing something wrong, is my file corrupted or is the tool just bugged?

Firstly you can use https://blend-exchange.com/ to share a file that small and it will then be downloadable in future. As far as your problem is concerned, you have both a mirror modifier and a subdiv surface modifier on your model and I suspect you're trying to cut onto the side which is mirrored. Similarly with the subdiv modifier the vertices aren't necessarily where you expect them to be. You can check this by clicking the screen icon at the top of each modifier to temporarily disable it.

Your link doesn't work, please share your file

You are doing something wrong - or to be more precise, the way you are doing it is not very useful in this case, see my answer.

It looks like you have a Subdivision Surface modifier on the mesh, with the effect enabled to be shown in Edit Mode. The problem is, the Knife tool uses the original geometry to snap to and cut. Then after cutting the original mesh, this gets distorted by the subdivision smoothing.
This is (on a simple cube as example) what cutting the mesh looks like to you because you have the On Cage option enabled in the modifier, which adjusts the edit cage to the modifier result:

But if you disable On Cage you can see the real geometry you are cutting and the result without the subdivision:


text:
How to fill a recently deleted face with the mirror modifier on
I used the mirror modifier with clipping, now I wanted to restart with something and I deleted all the faces, now I searched on google how to fill an face, and it said select the vertices around the space u want to fill and then use Alt + F.
Now I can't do this since I use the mirror modifier and only have three lines instead of four.
Can anyone help me with that?

you can select the 3 edges and press F but maybe show a screenshot?

@moonboots I'll try and it says that my image (screenshot) is too large

@moonboots it worked thanks!


text:
Generated rig controls are twisted

Character rig generated has twisted controls while the meta-rig was initially okay.

Metarig is supposed to face you during front view, so that X axis is Left-Right.
To solve rotate 90 degrees on Z axis both Metarig and character, Apply the rotations (Ctrl A), then re-generate the rig.


text:
Model artifacts after rigging
I'm making my first character mostly following tutorial on YouTube. After rigging the body and assigning vertexes to bones I get strange artifacts on legs. It doesn't happen on any other bones. What can cause this behaviour? Besides things happening in the video I did also a bit of sculpting.

Hello could you please share your file? https://blend-exchange.com/

That screenshot has the quality of a webp from 2005. You gotta do better. It’s so bad, the only think I can see looks off in the legs might just be taken for JPEG artifacts if I wasn’t looking for something there.


text:
Transparent Animation skipping frames
I'm new to Blender.
I have a short animation that I need to export without a background, however when I export it with QuickTime encoding, the video ends up skipping many frames and looks like 1fps when I put it in a video editor (I tried it in Davinci and Blender's to see if it was related to the editing software but I got the same result, also no it's not my pc lagging).
I made sure to use QuickTime Animation video codec and to set Film to transparent. When I export the video in mp4 however everything is fine
Any idea?
I know I could just put a green plane behind the character but it'd look less good.

I wouldn't export into a video file to begin with. Rarely the best thing to do ;)

"looks like 1fps" - Is it 1fps? How did you verify this?

Hey, no it's not actually 1fps, I can see while it renders that all the frames are being rendered but it's just once I open it and try to use the video file, it's all laggy... And I'm also using the exact same settings when I tried exporting it in mp4 to see if it was the problem and everything was fine. Are there settings that get changed automatically when you set it to quicktime ?


text:
Problem with Hair particles when combing

Basically, I have a big problem with hair particles as for some reason they are not acting fully symmetrical but just when I comb them and not affecting to the whole mesh. I have already done the following steps:
-My mesh is in the center, fully symmetrical. I checked using SHIFT + CTRL + M
-I have applied all transforms.
-I have added particles on top of any modifier.
-My mesh has not loose geometry or doubles.
-Normals are all fine.
-My geometry is very well optimized.
-It does create the hair particles fully symmetrical but when I comb them, for some reason, they do not act symmetrical on X.
-In the image, you can see how I have brushed all my particles backwards on +X side and obviously -X side did it automatically but hair does not act symmetrical.
I am a bit desperated because I cannot find a solution to this issue anywhere. Is anyone able to help me?
Thanks.
Oscar G.


text:
How to make Curves and Knot?
I'm facing a really hard time trying to make this knot

For you guys, what's the best approach to make this knot?
Thank you in advance!:)

Hello, have you tried a mesh with Array + Curve? The hard part is to correctly place the curve, then you'll need to tilt some vertices. The other solution would be to fake the knot but maybe it's not what you want: https://blender.stackexchange.com/questions/192049/how-to-model-this-complex-knot

It's driving me nuts trying to work out how this knot is tied in RL.. Do you have a reference?

Hello!!, It is a Nakayui knot, it belongs to a shinai sword.

Make a curve for the strip any way you like. I use Bezier. So Shift + A -> Curve -> Bezier. Make another curve Circle for the profile of the strip. Now you can select the first curve and in the Properties editor, in curve properties tab, geometry section, select object bevel mode and choose the second curve as profile. You need to edit the profile curve to match the shape of the profile of the strip obviously. Then, you can just extrude curve vertices with E and place them and their handles with move, rotate and scale(G, R, S) and also you can control the tilt of the curve with Ctrl+T. You need to tie the knot this way. It will take some time to do it, and it seems like a hard task, but while it might not be a very pleasant task it's quite clear what you need to do and it does not take a lot of time. That's it.

Thank you very much, I'll try this right now.
Once again thank you!!

You could begin with a simple vertex that you extrude on the top of your object with the Snap to face enabled in order to make it stick to the surface. Give it the shape of the knot:

Then right click and Convert to > Curve, go in Edit mode and Curve > Set Spline Type > Bezier. Create a flat cube, array and make it follow the curve you've created with a Curve modifier. Tilt the vertices of you curve so that the shape is correctly oriented all along (CtrlT or Tilt value in the N panel):

I will mix your solution with Žiemys' solution, I can’t thank you enough!

you're welcome, not easy to do  ;)


text:
How to map the X rotation of one object to the Y rotation of another object?
I am trying to make the X-rotation of one object directly affect the Y-rotation of a second object.
I tried using the Tranformation Constraint, however I was only able to map the X-rotation of the first object to the X rotation of the second and the same for the Y-rotation.
Thanks in advance!

To do it through the Transformation constraint, set your constraint this way (image below). Essentially, in the constraint, choose your controller object as Target, click on Rotation for both Map From and Map To. Under Map To, as you want X to control the Y rotation, choose Y Source Axis > X, choose the degree amplitude, you can set to -10° and 10°, for both the controller and the object, and enable the Extrapolate option so that it extrapolates beyond 10°.

2 cubes
Right mouse click on y-rotation > add driver

choose these settings

and you get:

There's a slightly snappier way .. right-click in the Rotation > X field of Cube 1, and 'Copy as New Driver'. Right-click in the Rotation > Y field of Cube 2, and 'Paste Driver'. But.. you may still have to go to the Driver Editor if the relationship isn't 1->1.

Cool, didn’t know that


text:
Cell Fracture — get rid of margins between elements
Even when setting Margin to 0 in the cell fracture settings, I get a visible gap between the fractured elements. Is there a way to get rid of these? I want to animate my elements breaking off one by one, so I need to use the fractured object and can not simply switch from solid to fractured at a specific keyframe, like most tutorials show.

This is an excellent question .. it's a great add-on - I can't think why this isn't implemented, unless it is, and I can't work it out.. the docs are not very complete. The 'Interior' vertex group does not include interior split-edges on the surface, which would have been a clean way through to data transfer...:(

I think I may have described my issue wrong/ in unclear terms. I’m not looking for how to animate the shards falling of one by one, I’m talking about hiding the visible gaps between shards while the object is still intact. It is basically the same issue described (and unanswered properly) here: https://blender.stackexchange.com/q/36094/131384

Yes, pretty much! How can I achieve this? It says Mask in the file name, does this use the Mask modifier?

No, masking wasn't used.  Thanks to your question it prompted me to 'stumble' across a way to make the segments lazy. (Not want to fall apart until a collision)  I'll post and answer for you to explain how it can be done but can I ask what your level of experience is for Blender?

I would say beginner level ;-) I do know about using constraints, if that’s what you’re doing. But that doesn’t solve my issue of being able to see cracks between the shards from the start. They are very thin, but they are visible (especially in my mesh which is more complex than a simple box). I’m not sure if those thin cracks simply didn’t show up in you gif?

If the cracks are the only issue, I'm not aware of any way of removing them.  My choice is simply to conceal them by using a wrapper such as a duplicate of the model, purged of physics etc, or a shrink-wrap for more complex topology.
If the model's geometry is complex and varied, you might try wrapping sections of it separately.  Check the demos I've left you and you won't see any cracks until the collision or close to it.  They've all been wrapped in a duplicate which is usually switched to invisible at the collision.

Yes, I know about that technique. But that doesn’t work for me because I need to be able to animate individual shards before actual physics. Anyways, I guess there’s just no way around it and I’ll have to accept the cracks. Thanks for your help anyways!

Not a problem.  Good luck with this. :)

Try to Scale Up your object, there are gaps between the cracks because the object that you want to fracture is way too small.

I am gonna say... Because I am having the same problem... That if you are following a tutorial like: https://evermotion.org/tutorials/show/9267/create-stone-wall-in-blender-tip-of-the-week
Then leave your modifiers in the stack (don't apply them) and Shift-slide your strength and midlevel on the displacement modifier until it looks right. That is seeming to get rid of the gaps for me.

Hello and welcome. While files, images, and external videos or links may be helpful additions they should not be the only way to obtain information about your issue. Don't make understanding your question rely on downloading a file, watching a video or visiting an external site. Use the builtin tools to upload images or gifs, along with thoroughly explaining in written form so it can be indexed and searched for thus helping future visitors with similar issues.


text:
How to inset a face without artifacts
I'd like to make a inset of a face, to get a similar result as the Photoshop's outline (but in 3D).

The final result I'm looking is something like:

I achieved this by insetting the top face and then extruding it. I'd like to have the "white/lower" part thicker.
But when I try a inset with higher thickness I get those artifacts:

How can I avoid this problem and get a flawless form?

that looks like you have overlapping geometry.  have you tried merge by distance to get rid of any duplicated vertices?

You can't always avoid overlapping faces when you inset or extrude along normals, etc, you could just correct your topology, but it will work fine with a simpler topology:

You could also try the opposite, begin with the inner shape and extrude the faces along normals outward (enable the Offset Even option):

Give some topology corrections to avoid overlapping:

After the operation, you can use the Adjust Last Operation panel to change a few options that may get you what you want.  Look at Offset Even, Offset Relative, and Edge Rail.
Default:

Uncheck Offset Even:

Check Offset Relative:

Check Edge Rail:

Different combinations of these will give different results.


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how to iterate over the connected vertices sequentially of polygon?
I have a map where each country is a polygon of many vertices. I want to get an array of coordinates of the vertices of a polygon.
Now I get and save the list of selected vertices in the table in edit mode, but these vertices are listed in random order. I want the script to indicate vertices that follow one another along the outer edge of the polygon.
Here is the script with which I now get the coordinates I need.
import bpy
import bmesh

obj = bpy.context.edit_object
me = obj.data
bm = bmesh.from_edit_mesh(me)
bm.faces.active = None

outputFile = 'E:/Documents/blender/mesh.csv'
f = open( outputFile, 'w' )
f.writelines('X' + ';')
f.writelines('Y' + ';')
f.writelines('Z' + '\n')

for v in bm.verts:
    if v.select:
      f.writelines(";".join( [str(round(v,3)) for v in tuple(v.co)]) + '\n')
f.close()

But how do I iterate over the connected vertices sequentially of polygon?

I don't know if it's always the case but I tested it on a random mesh and for v in mesh.polygons[i].vertices: print(v) returns the ordered indices of the polygon

@Gorgious, this is exactly what I need. I am very grateful for the help


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Adding a ribbed texture to object (eg. a vase)
I’m new to Blender and have decided to design some basic objects, such as vases. For that I use the screw modifier.
I want these vases to have a texture on the outside. In this case a ribbed texture similar to the image below.
Honestly… I really have no idea where to start looking. Can anybody point me in the right direction?

What have you tried so far? Are you familiar with texturing, unwrapping, normal maps?

Please edit the question to limit it to a specific problem with enough detail to identify an adequate answer.

You can either model all these stripes for real or fake them with height map or bump map, which will make your object much lighter, you first need to choose which solution you want

You can "model" these ribbons with a Displacement modifier and a wave texture.
1. Prepare the model
Start with a low poly vase. If you're happy with the shape, make a backup copy. Then add and apply a Soldify modifier. This way you can select the outer faces where you want to place the ribbons. Select the faces and add them to a vertex group:

2. Create the Displacement Image
The ribbons are created by a black and white image. You can create one with Gimp/Photoshop or just bake it in Blender.
To bake it, use the Wave Texture node, set up the mapping to rotate and scale it. Then bake the image as Emit type through an Emission node. The Color Ramp node has an extra color stop in the middle with a#808080 grey value to get a smooth transition from black to white:

3. Create the Ribbons With a Displacement Modifier
Add a Subdivision Surface modifier to the model. The first Subdivision Surface modifier (level 2) in the example is just to smooth the very low-poly base mesh. The level 4 Subdivision Surface modifier is used to create a lot of vertices (~450,000) for the Displacement modifier. A MultiRes modifier should work, too.
To get the ribbons finally, add a Displacement modifier, create a texture and use the create image for it. Lower the Strength, and set the Coordinates to UV, and set the vertex group. Now you can scale and rotate the ribbons in the UV Editor as you like.

4. Bake a Normal Map For Low-Poly Version
The creation of a low-poly version is easy because you already have it. Just duplicate the model and remove the level 4 Subdivision Surface modifier. Then UV Unwrap the low-poly model (important) and bake the normal map (Selected to Active). Of course, if you used a MultiRes modifier, bake it first, then remove it.
Result
On the left is the high-poly version (~450k verts). On the right is the low-poly version (~1,800 verts). Base mesh without Subdivision Surface modifiers has 118 verts.

Amazing! I don't know how to thank you. I am new to the world of Blender, and thanks to your explanation I have not only achieved my goal, but discovered many new possibilities within Blender. Thanks for the great information!

Hey Blunder, your answer helped me out a bunch about 2,5 years ago. Today I've asked a question that is pretty similar to this, but slightly different. Perhaps you have a solution to this question as well? https://blender.stackexchange.com/questions/316347/adding-a-non-solid-ribbed-surface-to-object


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Can I define a coordinate system based on a mesh, as generated coordinates are based on a bounding box?
I am making a procedural cloud based on CGMatter's which takes the shape of the mesh assigned the cloud material, with the added ability to 'shrink' the initial (pre-distortion) volume box so the cloud does not have hard edges where the mesh stops. My problem is that since I am using generated volume coordinates, the shrunk volume takes the shape of a smaller version of the cloud meshes bounding box, instead of the mesh. I want to define a coordinate system that is 1 or -1 at the edges of the mesh, or a similarly effective approach.
Here is a pic of the cloud and mesh in ortho view:

I think you might be wanting this setup, where we use Vector Math nodes to convert Generated Coordinates to something equal or almost equal to Object Space.
It's commonly used with Vector Displacement, because Generated space performs some very specific transformations better than Object.


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what are the pros and cons of using particle systems when simulating smoke/fire?
ive seen many tutorials where a particle system is used for the smoke simulation. what are some reasons to use particle systems and not directly simulate the smoke? what are some instances where i should use/avoid using particle systems for smoke sims?

One reason for particles is that you can control the smoke flow even more. Think of boids e.g. which cannot be done directly. Also the forces are sometimes difficult to handle and the result can only be guessed, so you have to tweak values, bake it again and check, whether the result is useful. Particles react with more granularity and the results are better reproducible and much faster to produce - i think.


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how to ensure effects of animation noise modifier only get applied in the positive direction?
i have a generator applying a straight line to the animation. i want noise variation in this by adding noise modifier. however, the modifier causes the red curve (generator and noise modifier) to go both above and below the green line (only generator). im looking for how to ensure the effects of the noise is only in the positive direction( i.e. the noise is applied only above the green line)

Just choose "add" instead of "replace" as blend type of noise, and you get:


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how to select specific instances to be deleted
the seat objects are instanced on the ledge object. the length of the ledge object is controlled by the count on the mesh line node. how can i delete the first and last seat instance? i want this to work automatically even when i change the count number on the mesh line node. i have tried using index but that method requires me to change values in compare nodes for every count value i use in the mesh line node.

one way would be to use a curve line and use endselection and then curve to mesh. Or you use domain size and delete by index with 0 and domain size - 1

Instead of directly using points of the edges for instantiation, simply convert the selected edge to a curve first with Mesh to Curve, and then exclude the endpoints of this curve with Endpoint Selection:

(Blender 3.2+)


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Adding a non-solid ribbed surface to object
About 2,5 years ago, I asked this question (Adding a ribbed texture to object (eg. a vase)).
The answer provided by Blunder was exactly what I needed back then, and has actually helped me understand Blender a lot more. But I now need something slightly different, as Blunder's solution creates a solid ribbed surface, and I now need a non-solid ribbed surface.
Question: how do I add a non-solid ribbed surface to an object?
Blunder's answer adds a solid ribbed surface, like below:

However, I need a non-solid surface, like below. Basically just a line that goes around the object in a zig zag pattern. Is this do-able in Blender?

In this instance I would model it using curves. One of the ways of doing this would be using the array modifier and a curve modifier, to map one curve onto another.
First model the general profile of the 'rib' that you want replicated across the shape. We want this to be a curve for later, so you can do this as either a curve immediately, or model it as a few edges and then convert it to a curve when you're done.
You can do this by right-clicking on the mesh in object mode and selecting Convert To > Curve:

Then, add a separate BezierCircle, this will be the 'big shape' that your ribs will run along:

Going back to your rib curve, use an array modifier with a relative offset of 1 on the X axis to make a series of ribs in a line:

Finally add a curve modifier to the rib, selecting the 'big shape' as the Curve Object. In this case a Bezier circle.
Note: Here, depending on your file, you may need to try the different 'Deform Axis' till you find the one that works, in this example the default X worked.
You may need to move the rib object on different axis to get it to sit on the curve correctly as well.
Adjust the array count to fill the entire circle, clicking 'merge' and 'first and last copies' will make the shape join up at the ends.:

Finally select the rib object, we can add thickness and geometry to the curve in the curve properties tab, using the depth and extrude sliders:

You can end the modifier stack with a subdivision surface modifier for a nice finish:

I hope this helps!

Hey Ten,
That looks neat, exactly the style I'm after. Thanks for the clear instructions. I've followed them with a quickly drawn curve, and I'm getting a similar result (https://i.sstatic.net/LHEEprdr.png). However, my goal is to add the curve on the outside of an existing object, such as a vase (sample: https://i.sstatic.net/V0aLNTvt.png). The idea is to create something that looks more like this (https://i.sstatic.net/rE3YQEuk.png). For this sample I used the Displacement modifier, but that gives me a solid curve. I prefer this 'open' curve. Is it possible to add it to existing objects?

That's quite a difficult question, my initial response to that is to start thinking with geometry nodes, but if you don't know how to use them it may be quite the undertaking.
It's a bit of a long shot but this tutorial on making a cactus with geometry nodes may be useful, I'm sorry if I can't help you though: https://www.youtube.com/watch?v=HFnNpn5Ym4Y

Hi. You can try the Tissue add-on that comes with Blender. It can tessellate* objects (*make a pattern using identical shapes). It had two little flaws for organic-shaped vases in my tests. It requires a large amount of geometry and generates even more. And there can still be shading issues for organic curved-shaped objects. You can see the "flat-shaded" underlying geometry. But the object is smooth-shaded. Maybe I did something wrong. Here is the example: https://i.sstatic.net/7AKDObDe.jpg

Thanks for that suggestion Blunder. I'm still playing around with the add-on's functions, but seems like this definitely is going to fill my needs. Thanks once again!


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Scale settings not appearing in N Sidebar in Blender for Linux
I am working with a mesh cube.
I changed it from default splash cube to cereal-box shape.
I scaled it with -- Ctrl-A > Scale --
But I can't find the scale setting in the N sidebar.
There is no "Item" tag in the sidebar
All done in object mode. Edit mode is not available
Any suggestions appreciated.

I am not sure if your visual settings are different, but your object is red, meaning that it is selected but not active... box need to be active(orange) for item settings to appear, try to select it again

@MikoCG That's definitely the answer

To me it seems that the outline on the object is orange. I configured my lines to be thicker in Preferences.

The box was selected by box select. The top menu was set to uvmap and the screen was divided into layout, uvmap and nodes. I selected layout in the top menu, the other 2 editors disappeared and the scale settings reappeared. Then I selected uvmap again the scale setting remained in layout. Is this a bug?


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need help with camera placement?
i need help i am using blender on a macbook pro and i have finished a model, i have an angle placed and need to use the camera to render it. I can not manually use the camera otherwise i will lose my good angle and it will be a pain in the ass. i know i can use ctl-alt-0 and commant-alt-0 but it simple does nothing i can not even access my camera through pressing 0. i dont know what is the problem, do i need to edit something? activate something? i need advise on how to fix this.

I've never used a Mac, but does your Mac actually have a numpad? - Using the '0' key on the top row of the keyboard won't work. See this posting.

If you're using a MacBook Pro with a keyboard that has a numpad, make sure that the Num Lock is set.  see this support note for other possible reasons why it's not working.

OK, that fixed it thanks. needed to emulate the number pad. about time this got fixed, trying to find the answer was a real pain.


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What's the easiest way to measure a nonlinear path?
The measure tool is handy for measuring the distance between two points, but I would like to measure the distance along the surface of a mesh.
What I'm doing currently is just measuring several small segments to sort of approximate the curve and then adding them all up manually, but that's incredibly tedious. I had hoped the measure tool could do multi-segment lines, which would at least take care of having to manually add up the individual segments, but it doesn't seem to have that function.

can you do something with UV if you add seams to unwrap without distorting too much. Finding the actual shortest route over a 3D mesh is non-trivial (without actually thinking about the algorithm or checking to see if someone's already done it for blender!)

Might be related...


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i have problems with uv unwraping and scaling in it
so iam trying to uv unwrap my model but in order to get them in perfect shape for the rendering i had to scale them outside the uv grid like in the picture.i know its not good but i dont know how to solve this problem myself iam still new to blender so i dont really know a lot about texturing and nothing about baking so i use pbr's from texture.com and poligon.com and others.i didnt do seams manually i used (F3) searched for ( smart uv) island margin =0.03.so is there a way to put the uvs i did in the uv grid without destroying the texture i want
this is the picture if the square is inside the uv grid which is I don't want

anyone has any good idea about this

Set your model inside the bounds of the UV grid. Do the scaling with texture coordinates and mapping nodes in the material editor.
But if you're not running a heavily optimized scene you can leave it outside the bounds of the UV.

ohhhh thank you man never thought of that before for some reason. thank you


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what is the purpose of collision
Hello   I just want to know what is a collision exactly? the word means clash or two objects got hit together ( this is the meaninng I got in google translate when translated it to my language).
What is the need of it?  and should I do it for all objects that I want to export from blender to unreel engine 5? if not, when to use it?

It is used to create obstacles for the Cloth or Soft Body objects

so i dont need to put it on every object in the scene

only on the ones that are supposed to interact with cloth or soft bodies

In the Physics, Collision is used to create obstacles for the Cloth or Soft Body objects, only give it to the objects that are supposed to interact with cloth or soft bodies

not sure why it has been downvoted  ^^  don't hesitate to explain

what is the downvoted?

someone downvoted my answer (down arrow), I'm not sure why, if my answer is wrong I prefer to know why

Iam not sure man, your answer helped me understanding the idea


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Geometry Nodes - Sample Index weired behavior
I've made an Object containing three points.
Via GN I've generated an Arrow by sampling index 0 and 1 as you can see in the screenshot.
I want to switch the direction of the arrow by changing die Index at the sample index node.

0, 1 = everything works fine
1, 0 = no line at all
1, 2 = messy result

Maybe you have an idea?

You can upload the file here: https://blend-exchange.com and follow the instructions there to edit it into your question.

Code review and bug hunting are off-topic to this site, try asking on https://blenderartists.org/ or discord. I know this is harsh but a post like this doesn't benefit future visitors.

I suppose, you use Curve Line node in direction mode, while inputs are global coordinates. To make a direction, subtract the second position from the first.

Thank you. Exactly that was the Problem. I used the secon vector as Direction vector. Embarrassing :(


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Ilumination not working in shader preview
I have problem with the shader preview, none illumination is being reflected, even the HDRI don´t work, just the lamp work at the scene.
The curve at the image has an emission shader, but it´s not reflected at the cube, the second image reflect the cube just because of lamp.
How can I fix it?

The Material preview uses Eevee, in Eevee you won't see any light reflected from an Emission material, unless you use a Light Probe > Volume. The HDRI should enlight the scene though, but not the one you may have chosen for your World, it is the default ones that will be used, check the Viewport Shading panel

You have disabled the checkbox Scene World in the Viewport Shading menu. Be sure to enable that in Material Preview, if you want to use your custom world in material preview.

@moonboots I tried to use the Light Probe, but yet it doesn´t work, also I active scene world, but the world is dark anyway :( I don´t have GPU, could that be?

@lajawi I active scene world, but the world is dark yet, what can I do? I downloaded the 3.2 version, and the HDRI background works, but in this version it doesn´t

Could you please share your file?


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Why does my fluid have all this colors after baking? I assume it's a density/ velocity map but don't know how to disable it

Even in render view mode this colors appear. When taking a closer look they are actually particles on top of the liquid.

You mean that blue, green and red? That is weight paint that fluid generates when moving that is telling you what is moving (basically it means that red particles are moving fast and green/blue are moving slower) it is only for viewport and it wont be visible in render ... I am not even sure if you can turn it off or not

It actually is visible in render mode but I've figured it out. I had the box "velocity" checked on the domain and that for some reason creates this particle system to tell what you said. Just unchecking it solves the problem.


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How to I draw or build up a mesh in 3d for an animation?
I have been trying to animate a concept logo in a complicated way, but I am not sure what search terms I would use to find the appropriate tutorials on this. Below I have an example setup that highlights the issue.
Let us say that I have an SVG of a donut (a 2d torus) that I imported in, extruded out, and then converted to a mesh. What I want to do is to have a glowing ball draw out the mesh torus.
What I mean, imagine the torus as an analog clock. At frame 0, the ball is at 12'o clock, and I see 0% of the torus. At frame 30, the ball is at 3'o clock and I see 25% of the torus, so on until frame 120 where the ball disappears and I see the 100% of the torus.
I know the basics of Blender well as I have been playing with it for weeks, but I can't seem to figure out how to do this. For the ball, I suspect it will be a simple follow path that I could draw out and sync with the torus growth (I can do this). For the torus, I originally tried to use Boolean Modifiers against the sphere, but the torus does not stay shown once the ball passes over (that would violate "Boolean").

If I understand correctly, you want some kind of sonar/radar effect where the mesh is revealed by the sweeping motion ? Have you explored a custom shader instead of trying to modify the mesh ?

how does your torus look like? could it be made with an array along a curve?

screenshots or a sketch what you like to have would be a great help. And your blend file would help too.

@moonboots I. have tried the array method prior but it crashed my machine and when it did work, the effect was a bit choppy. Chris's answer below is what I am looking for

Shift-A -> Curve -> Circle

uncheck cyclic

Tab -> select point -> R -> Z -> rotate like so

select point -> R -> Z -> rotate like so:

E -> Shift-Z -> move like so:

R -> Z -> rotate like so:

tab

give some depth

select cirlce -> R -> Y -> 180

keyframe factor end 0 at frame 0

keyframe factor end 1 at frame 120

result:

Thanks! Exactly what I am looking for

You are welcome


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How can I increase the "depth" of my workbench render?
I try to recreate MC Escher's "Cubic Division of Space" in Blender. I made a model using geometry nodes. Now I want to render a short animation of the camera moving through the model using the workbench engine. However the render does not show the full depth of my model.
I want the render to look like this:

But it looks like this:

Is there any way to fix this problem?

I think this is not related to the workbench render but the camera clip end (which defaults to 100m for initial camera, 1000m for others)

Thank you very much! Your comment helped me a lot. I am new to Blender and didn't know about camera clipping.


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How Do I Make My Object render properly?
I'm trying to Render My object, but the cel shader is not showing up. It's just rendering as a basic material. What do I do?

Give us some more details including an image of your material  Node window and share your Blend file (via https://blend-exchange.com/) and someone here might be able to help. At the moment we have no idea what settings you are using so would just be guessing.

hello please share your file: https://blend-exchange.com/


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Periodic stripe artifacts in rendered depth maps with Blender4.1
I am using Blender to render a synthesized stereo dataset with depth maps. The code I use to save the depth is:
    for side in ["left", "right"]:
        bpy.context.scene.camera = bpy.data.objects[f"camera_{side}"]
        for i in range(FRAMECNT):
            bpy.context.scene.frame_set(i+1)
            bpy.ops.render.render()
            depth = np.asarray(bpy.data.images["Viewer Node"].pixels)
            depth = np.reshape(depth, (H, W))
            #depth = depth[:, :, 0]
            depth = np.flipud(depth)
            np.save(path + f"depth_{side}/%06d.npy" % i, depth)

The compositing graph is:

However, the depth maps I get have strange periodic stripe artifacts. I see the image with:
import matplotlib.pyplot as plt
import numpy as np
depth = np.load("000001.npy")
plt.imshow(depth)
plt.colorbar()
plt.show()

The result looks like this.

A close up look:

I guess this is a problem with data format conversion or something else, but I have no idea how to figure it out. I also suspect that the bpy.data.images["Viewer Node"] step has some problem, but when I use bpy.data.images["Depth"], there is an error "Key not found".
Thank you for any help!

You could set up nodes to render to an intermediate, like EXR, then load that with opencv and save it in whatever numpy batches you need, right?

@Leander Thank you very much, this solved the problem!

@Leander, HY Lou ... and looks like a worthwhile answer, if one of you has a moment.. Any clue about the origin of the artefact?

@RobinBetts I don't have any idea what the exact problem is, but (I also suspect that the bpy.data.images["Viewer Node"] step has some problem) doing ops.render into grabing the viewer node data is much too hacky for me to start investigating. The viewer node workaround is to strange for these applications (e.g. doesn't even work in background mode).

@RobinBetts I think it has something to do with the "Resolution Scale". When I first tried the output-to-EXR solution, I noticed that I got 240320 images (the resolution I set was 480640), and the depth images were strange (there was a lot of noise on it). Then I found the 50% resolution scale setting, and turned it off. Then everything went well.


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Animation is rendering correctly if there is a background but turning grey with transparent background
I am very new to blender. I am trying to animate floating embers and I followed some tutorials online.
The render works with the correct shading and colours if I have a background but if I make the background transparent (which is what I want) the render turns grey. I have tried redoing it from the tutorials I found but it still isn't working and I can't figure out why. I am not even sure where to start looking since all of the settings are the same as the tutorials.

You cannot save emission like glowing embers over a transparent background in PNG files, because the emissive pixels are added over the background, which a PNG cannot handle. Try to search for keywords like transparent emission png bloom here, there are dozens of questions here on this topic.


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How to use baked fluid with network render?
I would like to use blender net render feature, but I know, that currently it does not support baking fluid simulations (see Blender Netrender Manual).
Is it possible to bake it locally and then use it in network rendering?

Yes, but all the networked machines will need access to the cache.
Another way to do a network render:

All machines need access to the blendfile and any external data (textures, fluid sim caches, etc.)
Make all the machines output the rendered images to a shared directory
Disable Overwrite in Render Settings > Output for all machines.
The Overwrite option will overwrite existing image files in the output directory. Disabling it causes blender to skip rendering the frame if a corresponding file already exists.
Enable Placeholders in Render settings > Output for all machines.
When rendering is started on a new frame, if the Placeholders option is enabled, blender will create an empty file where the final output image will be written after the render is complete.

Then:

Open the blendfile on the first machine and start the render
Open the blendfile on the second machine and start the render

Each machine will output images to the shared output directory and skip already rendered frames because Overwrite is disabled.
Placeholders is enabled so that machines will skip rendering frames that other machines are working on at the same time.

no problem. should I set up path to that cache somewhere? should I set up the same Path for CLient, Master and Slave in Network render settings?

@betatester07 you would need to setup a shared file system easy when using linux but no idea how to do that on windows.

@betatester07 I'm not entirely sure how Netrender works, but come to think of it the client might actually provide the needed data..

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


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Everything gets distorted when animating?
When i made a new action called reload , it all looks fine and dandy ... and then i move the green line frame thing and THIS happens ... I swear nothing works ...

Nope.(everything is X-ray )

so you want the .blend file? , oh by the way i have animated before but this never happened , it only happens when i make a new action

yup , if i understand what you said right , everything works absolutly perfect , i have a youtube video of a previous animation i made and nothing was wrong with that , http://www.youtube.com/watch?v=GAJF89jAmTc , different arms same rig - i think it has everything to do with the action

Yes, please upload some .blend file with this problem.

ok where should i upload it

PasteAll will do.

http://pasteall.org/blend/25875 there

The most frequent cause of this problem, in my experience, is multiple Armature modifier on the object. With that setup, the mesh deformed by the first Armature modifier gets further deformed by subsequent modifiers, which results in broken deformation.

Also check that the bones are keyframed using plain Location / Rotation / Scale keying set. Keyframing with Visual Loc/Rot/Scale can ruin certain constrained bone setup. (Just for more complete information. This is unlikely in your rig's case, being not constrained at all.)
EDIT: I've seen the file, and found the rig animatable as expected.

But I notice the hand object is scaled way down to fit the armature. That could be a problem, because it'd ruin the animation if the object's scale is somehow reset or keyframed to a different value. Maybe you've done something inadvertent when keyframing this particular action, that triggers the object scale's change. I suggest to Apply Ctrl-A > Scale the object and redo the animation data.

how do i check how many modifiers i have on my armature?

Check the mesh, not the armature. Actually what's contained in your .blend itself still doesn't provide any clue, so this answer relies on guesswork.

ok what i could do is give you the whole file if you want , see if that works since you know  whole lot more than me :) Oh and thanks for the help i really appreciate it !

Are . you . kidding . ME . I think i just solved the problem , i set the keyframe settings to LocRot AND scale , before , i only had it to LocRot

Well, that's unexpected. Glad it's solved :)

ill let you know if something goes wrong , i know somethings bund to happen ... Hey , thank you for your time , you really helped me learn a few things :D

mmm its not working again , the same thing happens , but when i enter the next keyframe

Please upload the full .blend file, mesh+rig+action, if you don't mind.

ok i will : http://pasteall.org/blend/25881

yea , the mesh was HUGE! , like 50 times the size of it right now , i had to scale it or it would be so hard ...

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


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Extrude as individuals?
I will keep this as simple as possible, I have a cylinder, and i checker select the faces. I extrude, But i want to extrude each face outwards in the direction they are facing, The only way i can extrude all of them at the same time is by scaling upwards and scaling the x-axis.

Is there someway to extrude each face in the same way if i had only selected one face?


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Brush to "Spawn" Several meshes on surface?
I have a ground and i would like to put lots of grass meshes [ 2 planes , With a grass texture , Image below ] I want to know if its possible to add lots of these meshes on the surface to where i click , instead of having to duplicate then place each one.

how do i use that?


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Render camera view like 3d view?
Ive come across this problem here : When i set my camera at the position which looks , i render it and it looks stretched and not so good . What camera settings should i have on?

As you can see , on the left side , it is upright , and everything looks handy dandy .
But on the RIGHT side , the render is stretched and its just ... ugly !

Normally, that's caused by the Aspect Ratio setting you've made.

It will change the anamorphic pixel aspect, and output the final render based on the actual X/Y resolution in Render setting.
Set 1.000 for both X and Y, which is the default value, and will solve the stretching.


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Colour shift car paint / Chameleon car paint
How would I achieve a material effect like this ? Colour changes depending on the angle from Purple, Blue and orange.
I have no idea how to approach this since I am not familiar with materials. I would also like the material to have a very subtle shimmer to it / Glitter effect. No fussed about what renderer is used.
Thanks
Etienne

You can try something like this. Reflection works (as a coordinate) on it's own, but I feel it looks better when the vectors are combined with the Window vectors.

The "glitter" effect, you can get by using a White Noise texture as the metallic factor. I added the Voronai Texture, because it's a trick to make it so the White Noise isn't "infinitely zoomable". It also allows you to change the randomness of the shapes. I added the MixRGB to mix it with white to bring the whole texture back closer to "pure metallic" (100% white).

Perfect thank you!


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Reverse effect of Defocus node?
I am trying to reverse the effect of the Defocus node as shown below :

As you can see the Front is being blurred and the back is focused , is it possible for the front to be focused instead?

In camera properties tab alter the focus distance.


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Controlling stacked objects using Geometry Nodes
I'm quite new to geometry nodes, so I'm struggling with stacking objects.
Simply speaking, I want to achieve this effect:

That is, to distribute objects in a grid, randomise how much objects are present in a grid, distribute the whole system on a plane and, if on the first layer there isn't any object, the subsequent layers don't spawn any object above the first one.
I only managed to distribute them along the grid and cube, but in this way I can't achieve randomness.
Any suggestions would be appreciated.

So basically, the rule is simply to have an integer height for each point of the XY plane, and generate cubes above it accordingly ?

You could solve this task as follows:

Here I simply instantiate a few curves on a grid, which are then subdivided.
The individual curves are then given a random value, which I save in the Spline domain.
I can then use this value to compare the index of the points of each individual curve and thus create a selection for instantiating the cubes.
By playing around with the length and subdivision of the curves, as well as the Min and Max values in the Random Value node, you can influence the way in which the instantiation takes place.
(Blender 4.2.2+)

Or you could trim the curves randomly and select without the last point.

You are truly a life saver! That’s exactly what I’m looking for.

(Using Blender 4.2.3)
Approach
Starting from a grid, a random integer is drawn per grid point. This number is coding how many objects can be stacked above a grid point. Then the grid is duplicated in Z direction. Eventually, objects are spawned if the random value is less than the copy index.
GeometryNodes modifier

Dark pink nodes:  Grid creation and random stack height captured as an attribute labelled "Level Max".
Dark green nodes: Duplication of the grid in Z direction and capture of the copy index as an attribute labelled "Level". Grid instances must be realized to have different layouts.
Dark blue nodes: Instantiation at grid points with "Level" less than the randomized "Level Max".
Resources
(Blender 4.2.3+)


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Crystal material,blender export glb file texture loss, texture baking effect is very bad, is there any way to fix
maybe it is caused by glass bsdf, makes the export not correct

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

First of all, just as linked by @DuarteFarrajotaRamos it simply is often not possible to recreate Blender-specific materials in other file formats / software. You are right, the Glass BSDF for example is not supported in glTF. Read more about it here: Blender Manual: glTF import-export

Also you can't expect to bake the dynamic aspect of a shader into an image, which is by essence static. Reflections, refractions and diffractions are not bakable. This shader would need to be constructed in your target rendering software.