text:
Correct UVs Blender 2.8x
I was wondering if there's the same feature as in Blender 2.7x, that if you check a  checkbox, your UV map get's stretched accordingly like in this post.
Thanks for your help in advance!

You should loop cut (Ctrl+R) or edge slide (G+G) first

And then, there'll be some options. Then, check the Correct UVs

After the modal tool is run the Loop Cut and Slide Options. These options are available in the Adjust Last Operation panel.

https://docs.blender.org/manual/en/latest/modeling/meshes/tools/loop.html
https://docs.blender.org/manual/en/latest/modeling/meshes/editing/edge/edge_slide.html


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Textures working in Blender 2.79, but not in Blender 2.80
I understand that Blender 2.80 is in beta, but this seems like a glaring issue, so I imagine I must be doing something wrong here. I've been doing 3D modeling and animation on-and-off for the past 10 years (mostly in Maya or old crap like Strata 3D), but I'm very new to Blender itself.
I've downloaded a Blender model, but the textures don't appear to display properly. If you want to examine the file for yourselves, here is its listing, and here's a direct download link (in case you don't want to make an account on that site).
Anyway, here's how it looks in Blender 2.79:

2.79 Blender Internal Render:

Meanwhile, in Blender 2.80 Eevee:

And to make sure it's not an Eevee bug, here it is in 2.80 Cycles:

I'm sure I'm just missing something obvious here. Any ideas what the issue might be? Thanks in advance!
EDIT
I just realized that the 2.79 render was using Blender Internal, not Cycles. And when using Cycles on 2.79, we get essentially the same result as 2.80:

So this may not be an issue specific to 2.80 after all. Have any of you encountered a similar issue?

Have you figured it out in 2.8 stable?

source: Stack Exchange

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

sort: votes


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Vertex paint colours keep flickering
A Blender beginner here.
So I recently modeled a low poly plane and applied some vertex paint to it, but after I baked the vertex paint to an id colour map the vertex paint started flickering like so

And here is my id map. I think there no issue with it.

Thanks in advance

You probably have faces of different colors sharing the same space, flickering will result from these faces conflicting with each othe during the drawing of the model.
Check the flickering spots in Edit Mode, make sure to show occluded geometry (untick the button marked in red). Delete any faces that should not be there.

Also commonly known as z-fighting.

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

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


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Texturing and importing to unity
I texture a model and then import it to unity. The texture doesn't stay, Why is this and is there a way to get a textured UV map?

you dont put a texture on a model, you put it on the material. you either did not unwrap the mesh or your material name is something that already exists in your unity project. thought i cant see any pictures so

first are you using cycles? second are you really using an image texture?

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


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Baking multiple normal maps into one
I have an object with 3 materials,  each one of them has their own diffuse normal map and a specular map. I need the object to use only 1 material though,  I've baked the diffuse to one picture, works well, but I do not know how to bake the 3 existing normal maps into one just like the diffuse,  same question applies to the  specular map.

Facing the same problem now, really confusing, but I've just found a solution.
Normal maps contain non color data, and when baking normal map images (e.g. by shader emission, when noncolor is enabled) doesn't gives you what you expect.
You should enable color for each normal map images for baking as a diffuse or emission (of course it changes preview result).
Note that it will not yield exact results, but very close to original, maybe because I'm not using EXR, but I'm fine with the result.
English is not my first language so I hope its understandable.


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Parenting an appended object
I'm a Blender Newbie and I'm having trouble selecting & parenting an appended object. As an exercise I have a scene of a simple room, the cube, to which I've appended a mesh chair. I now want to scale, position and then parent this to room. However, I can't find a way to select chair and then the room.
What should I do?
Thanks

Right-click the chair, and then Shift+right-click the room. (Although I can't really think why you would want to do this.)

I'm doing this as a simple exercise in appending & parenting. Your method works OK in object mode the 2 items scale & move as one but in edit mode they act as separate items, although they are linked in the outliner. I'm working my way through Noob to Pro and I've just noticed that there is the same problem with the assembled Jeep

I've realised that I'm trying to do something that perhaps Blender isn't designed to do & that I don't need to do. My ultimate aim is to make an animation inside the living area of a house. I've modeled most of this and in their own files a door & handle. I've been trying to append, re-scale, position & parent these two before finishing editing the main living area. I can now see that if I fix them in place I won't be able to animate them later so is the correct plan to finish all modeling first before appending & parenting all into one scene?

Are they in separate files?

And you can absolutely animate them later, although I don't know what you mean by "fixing them in place". (Also, if you're planning to keep them in separate files and work on the individual files to edit the pieces, it's probably better to link instead of append them.)

Most items will be in separate files. An example of 'fixed' would be a table on the floor of the room. No matter how I scale or move the room in the 3d window the table would keep it's place & relative size. Thanks for your help seaturtle, it's people like you that keep people like me from getting too frustrated and giving up.

So you're moving/scaling the room, and want the table to follow? Sounds like parenting is the way to go, then. Glad I could help. (:

Also, once you're done moving everything, if you want to unparent the table, be sure to select Keep Transform—otherwise the table will just jump back to its original location.


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How can I make a timer?
I would like to make a 7 minute timer, but I'm new to scripting and don't know how to. So can anyone help by sending a script that I could use.

Have a look at this old BA thread

Depends what you mean when you say timer. If you want a timer during your animation your best bet is to just calculate the corresponding keyframe. If you mean just a generic timer, the easiest way from within python is with threading.
import threading

def foo():
    print("times up")

timer = threading.Timer(7*60, foo)
timer.start()

see https://docs.python.org/3/library/threading.html#timer-objects for more details

Here's my script. Just make a text object called "timer", then run this script from the text editor. Note that you can change the duration of the timer by editing the START_TIME value at the bottom.
import bpy

def get_playback_time():
    """
    Convert the current frame to seconds of playback time
    """
    scene = bpy.context.scene

    fps = scene.render.fps  / scene.render.fps_base
    frame = scene.frame_current

    return frame / fps

def seconds_to_timecode(sec):
    """
    Makes a timecode of the format MM:SS from seconds
    """

    minutes = "%02d" % int(sec / 60)
    seconds = "%02d" % int(sec % 60)

    return ''.join([minutes, ':', seconds])

def set_clock(scene):
    """
    Looks for a text object called 'timer' and sets it's text to the
    start_time - current time
    """
    global START_TIME

    current_time = get_playback_time()

    secs = START_TIME - current_time

    if secs > 0:
        timecode = seconds_to_timecode(secs)
    else:
        timecode = '00:00'

    obj = scene.objects['timer']
    obj.data.body = timecode

if __name__ == "__main__":
    START_TIME = 60 * 7
    bpy.app.handlers.frame_change_post.append(set_clock)


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How to create uniform/equal radius bevel
I have a cube and I want to apply Bevel. When I apply bevel it comes like this:

But actually I want uniform bevel like below: where radius is equal for all width, height and depth.

Please tell me how to do that

Does you object has non-uniform scale?

Use Ctrl+A in Object mode with the object selected and choose Scale, it's seen in the Properties editor to the right that the scale is non-uniform (likely scaled in Object mode)

Thanks @Mr Zak, I applied scale, and now I got uniform bevel.


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Object is mirrored at incorrect location
Having a spot of trouble, I'm new to blender, I've added mirrors to meshes fine no problems, but I'm now trying to mirror a mesh and its not mirroring where I want it to be, I need the mesh to be in the same location on the other side of the tank

The object that you have set as the Mirror Object ('Cylinder') on the object you want to mirror ('Cylinder.010') is not at the centre of your tank, therefore, neither is the mirroring.
If you still want to use a Mirror Object then choose a different object to use as your Mirror Object (one that has it's origin at the centre of the tank).
For example, here I change the Mirror Object to be 'Cube.004' and the mirroring is correct:

This one solved the main issue and was the easiest solution greatly appreciated I had thought in order to mirror an object it had to be under the same name IE in this case I used Cylinder...
Thank you to both users who gave me advice here

What I would suggest is either not using Mirror Objects and just moving the origin as the other answer shows or making an Empty object at the centre of the tank that you can use for all of your mirror modifiers (which means you can move any of the objects and not worry that some other object is relying on them for mirroring).

This is because of the location of the mesh you are mirroring, you need to place it as shown below and it's mirror location will change as well:

You need to set the point of origin as well.
 To move the origin, typically one would use shift + S  -> cursor to selected to snap the 3d cursor to a desired location and then you can move the origin with shortcut Alt +Ctrl +Shift +C  Or by pressing "origin" on the (T)ool panel.
Added gif showing all the steps:

Updated .blend file can be found here:

moving the mesh makes the mirror move closer rather than away, even when I place the mesh in the location I want it to be on the model it mirrors literally right next to the mesh...
I think it may have something to do with the point of origin, I cant move the Axis Cursor to be centered on the mesh, so I think that is causing some distance issues...
Sorry If I not explaining it correctly I'm new to it all.

@StandSure  Updated my answer to set the origin of the mesh properly :)

appreciated bud, I've done all of the above, point of origin is set, but the mirror won't mirror on the other side of the red line, the mirror only stays on the right hand side of the red line until I move the mesh miles over to the right

@StandSure could you upload your .blend file to be able to help you?

@StandSure answer edited with a gif showing the steps to solve your problem and updated .blend file provided. Let me know if this solved your problem, and if it did then please accept the answer :)

@Tak I think you should actually wait until the OP clarifies that this has solved the problem before suggesting they should accept.

@RayMairlot No worries, I've updated my comment :) thank you

@Tak  That's done it nice one and its greatly appreciated bud :)

@StandSure No worries, glad I was able to help :)

Snap cursor to center or object center then snap origin to cursor.


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Difference between pose and rest position
Pose and Rest position differ.
Updated with blend file below:
I understand that this could be due to the IK constraints I have. What I'm doing is rigging first then I'm going to apply the weight painting after. Is this offset difference going to cause problems. IE weird deformation of the mesh?
And is there a way to make the pose position like the rest even with the IK constraints?
Sorry if this is a noob question. Help is much appreciated.
blender file

Yes it will cause problems. It is best if the constraints don't change the bones from rest position on their own. It's hard to tell what is wrong with those constraints. You can upload a .blend file here: http://blend-exchange.giantcowfilms.com/. That should make things faster.

Thanks for the response. I was using the human metarig with a model I bought off turbosquid. But I don't think the rig fits well with it. So I'm going to start over with the rig that came with the model.
The model itself is rigged and weighted in lightwave, but when I try to import the lwo file it only imports the rig and the model, but doesn't import the bone weights etc. from what I read about the script, it's suppose to be able to import the weights into blender. Do you know why it is not?


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Cloth animation - pants falling down - pin to waist :)
I've just created pants/trousers for a standard human model by selecting the legs area, creating a new object and scaling it up little, then adding cloth modifier (e.g. denim)
When I animate, the pants just 'fall down' obviously - I think the answer is pinning - but not sure how to pin the pants to the original character's waistline (as if the pants had a belt keeping them up?)
And please don't point me to this question
Making pants hang off a body?
Since it only links to a tutorial which shows how to create a top - not a skirt or pants hanging from a waist.
Thanks
J

see first answer here: http://blender.stackexchange.com/questions/49190/making-an-elastic-waistband-on-clothing?noredirect=1&lq=1


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UV mapping in Cycles
I am new in blender and I am trying to do this simple shape but i faces a problem that my UV map dosen't fit the cylinder down there you can see a space with no image?? anybody had the same problem or it is something wrong I did?
Thanks in advance
Blender file and texture incloded:

Is that an edge loop breaking the area that shows no print, or is that inner faces scaled to the same place as the outside faces, blocking the view of the texture?

Hi, No it is not the inner face it is a normal cylinder with one face bigger than the other and all the shape is one piece! Strange!

You should upload the blend file: this will help to understand what is wrong here... here is the link to do that: http://blend-exchange.giantcowfilms.com/. Please pack the textures in it.

Thanks for comment @lemon : I will upload it tomorrow it is in the work computer.

The problem is due to the subsurface modifier. In fact all is correct about the UVs... but the modifier is doing so that the bottom gray part gets higher

So to solve the problem, you'll need to add edge loops to the side parts (and to unwrap the corresponding UV map part again)


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I want to make a cannon ball sink slowly into the ground
I want to make this giant cannon ball sink slowly into the ground.

I've attached a bone to the plane and animated it so it does this:

The problem is, I want other objects to fall into the hole after the cannon ball (like a diploma and a hat). After making the plane a passive rigid body object and the diploma and hat active, the active objects don't react to the ground plane's mesh deformation (even when I check all the animated/deform/deforming boxes in the passive object rigid body settings). Help!
.blend on GoogleDrive

have you tried dynamic paint, and it might be helpful if you could upload you .blend file

I have never heard of dynamic paint - to google! I'll add the blender file...


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Blende 2.79a. Video Editing
After rendering an edited video the new video is about 1 Gig more than the original. Why? It seems excessive to me.
Original Video Specs:
Frame width: 1920
Frame height: 1080
Total bitrate: 15112 Kbps
Frame rate: 59.94 frames/second
Audio sample rate: 48.000 kHz.
Video length: 12mins.14secs.
New Video Specs:
Frame width: 1920
Frame height: 1080
Total bitrate: 26500 Kbps
Frame rate: 59.94 frames/second
Audio sample rate: 44.100 kHz
Video length: 12mins.01sec.
Blender - Output setting:
FFmpeg video
container: MPEG-4
codec: H.264
output quality: High
encoding speed: medium speed
Audio codec: MP3
Ooh, Blender 2.79a
Thanks
Victor

Uhm... your new bitrate is too high. Keep it lower, about 15 Mbps (~15000Kbps) for 1080p high FPS videos. Also try to use variable bitrate if possible, otherwise action-rich scenes appear somewhat pixelated. See e.g. here for further details.

Let's take some math.
12m with some seconds it is about 720 sec. Lets take this length.

First video size =
bitrate * Length = 15112 Kb/s * 720s = 10880640 kb = 1360080 kB ~ 1.36 GB

Second video size =
bitrate * Length = 26500 Kb/s * 720s = 19080000 kb = 2385000 kB ~ 2.38 GB

2.38GB - 1.36GB = 1.02GB!

...thanks, just my lack of experience with this. Next time I'll try to record at 30fps.

@VictorArdila Do you see FPS in my formula?


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Enable Collision for multiple objects
Please note that the answers to other questions have not applied to this problem.
I have a large number of shards created in the Fracture Modifier that I've converted to Objects.  I want all of these objects to have Collision enabled.  There are too many to do one by one.
I've tried the suggestions in this forum.  None work.

Use Copy from Active (no go)
Ctrl-L (no go)

I've tried applying Collision before I apply the Fracture Modifier.  The resultant shards/objects do not maintain Collision.
I've tried the same procedure used to change the scale of multiple object (Select them all, Alt-Click on the x, y and z Scale settings).  It does not work for Collisions.
Thanks Duarte but your solution does not apply to Collisions.
Thx for any help.

Possible duplicate of Copy Physics To Multiple Objects

Previous suggestions do not work.

The suggestion reference by Duarte only works for Rigid Object.  It doesn't work for Collisions.  Test it with a simple 3 cube group and selecting the multiple objects with Select Border.  I can't get it to work.  Thanks though Duarte.

Here's a quick python script to add the collision modifier for all selected objects. Just select all the objects to be made into collision objects and run the script, script is not at all optimized as it is using bpy.ops, so anything above 300 objects might take 1 or 2 secs to apply.
import bpy
for i in bpy.context.selected_objects:
     bpy.context.view_layer.objects.active = i
     bpy.ops.object.modifier_add(type='COLLISION')

Select all other objects that you want the same physics applied to and join them as a single object. Apply collision physics. Then go into edit mode and select them all and separate by loose parts. Depending on how many objects it might take a while or freeze but it's a work-around.


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Palettes going missing
this is my first day with blender. Wow steep learning curve.
I keep losing my palettes. I'm down to two on screen and they haven't got little triangles in the corner so I can't drag to make more.
I don't seem to have collapse menus ticked. All I have on the Rhs is a a thing with transform which seems to be part of the 3d view window which is open. I can collapse and restore it with + but Previously I had palettes with a object tree and all sorts.
If I reload the app all is restored but as soon as I load the file I'm working on they go again. I suppose I could make a new doc and import but I'd like to know what I'm doing wrong.
Opening user preferences gave me a window with triangles and I was able to rebuild the UI in that but if I ever close the original window the app shuts down. Confused... Is there any way to make the new window 'primary' or to stop the UI being loaded with the file?
Thanks
Update: Hurray!!! I finally figured this out.
it happens if you go into the file open dialog and then instead of pressing OPEN or CANCEL, you use the window chooser to go back to 3D view. it leaves you with no drag handles.
The way to get out of it is to use the window chooser to go back into the
file open dialog and OPEN or CANCEL.

I realise I can go back, but how would I stop it reverting on load?

Yes you are right, I missed the loadui box as I was opening from recent. Thanks


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Why I got a bad result image background shadow?
I am making this model but I got a bad final image when I used background and casted shadow on it. I think that I did everything well in materials and scene nodes. I attached blender file. that nodes I did is just to have a shadow on table.

are you sure it's not just the samples? How many samples did you render with?

I suspect the issue could be with the Divide node that you have in there - what's that trying to do? It's difficult to tell without more information.

Hello, I think it is not sampling I used 1000 and it is the same problem.

@RichSedman I did attached the blender file check it. it is plastic transparent and other nodes for casting shadow.

The problem looks to be with the Object Index - seemingly due to conflicting close geometry inside the bowl. I can't look into it in more detail at the moment but can take a more detailed look later if nobody else can help.

I can't find anything wrong in index as I know because I am new so I wish you can check the blender file and find it @RichSedman

@NajebAlbakar I believe I've spotted the issue. Please see my answer.

It appears that the problem is due to the Alpha Threshold of the Render Layer affecting the Object Index.
The Alpha Threshold controls whether transparent objects in the scene register on certain passes of the render layer.
Anything greater than or equal to the Alpha Threshold will be included in that pass, anything less than the threshold will not. In your example scene the Alpha Threshold is set to 0.5 and this results in the Object Index pass from not being consistently present. By reducing the threshold (ie, to 0.2 in the screenshot below), the Object Index is included correctly and the compositor is able to process the index correctly.

It works perfectly, Super! thank you for explaining it also.

No problem - glad to help. Normally that shouldn't cause an issue but in this case I think the topology of the Cylinder object (the container and its contents) was causing it to flip between a high enough alpha for it to register and a too low alpha so it didn't. Also, in Material.002 there's an Add Shader that I'm not sure what it's doing, feeding its output into the Factor of a Mix Shader - you should ensure that Shader sockets always only connect to other Shader sockets - although that didn't cause a problem in this case.

I got it now thank to your answer. about the add shader I am not sure about it also I thought just to make next stig which is reflection on it being better on edges. Thanks again


text:
How can I avoid jagged edges?
now it is last thing in my first project in blender. I made the model below in images and I thought everything is going well until I rendered it then I saw the quality is bad around the object that I built?
Is there any thing that I must do in render to have better result?
I will attach blender file to take a look.

Maybe these'll help you: http://blender.stackexchange.com/questions/17844/aliased-edge-around-light-source-in-cycles and http://blender.stackexchange.com/questions/3299/how-to-save-an-image-without-antialiasing-in-cycles

Your compositing nodes are the cause. Because the blend does not have textures packed, I'm not 100% sure why you are compositing it the way you are.
However to fix the harsh edge around the container, simply check the Anti-Aliasing check box on both of the ID Mask nodes.

Here is what the mask looks like Anti-Aliased on the left, and without Anti-Aliasing (how you have it now) no the right.

Hello David, sorry for coming late and thanks for your answer. I tried it today at work and I got a better result but it still not like the photo you provide here?! Did you done something else? Thanks .

Use a higher resolution. Maybe even use a "Dilate/Erode node" to blur the edges of the object. I'm not sure this will yield good results though.
Mainly, just use a higher resolution for the render.
Here's how I would blur the edges:

Set your Objects pass index to be a number( example: 2)
Then enable the Object Index pass in the passes tab. Render again.
Now put your object's mask (the first ID mask node) and pass it through a Dilate/ Erode node with these settings. Then subtract the original mask from this and you will have the edges of your model. Now put them through the blur node with the settings that you want.
I hope you get good results.

I did use a very high resolution in rendering but it is the same this is 3000 samples with over than 4000px. I did not understand what is the "Dilate/Erode node" if you can show an example please. Thanks

updated my reply

Hello and thanks for your answer. I tried to use it in my file but I did not understand it really right I think! I am a new so it is hard to get it.


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Blender Does not Render Image
My image is not rendering in cycles render. I can see everything in the rendered viewport but when i do a final render i only see a Black and grey checkered screen. After a while blender will crash.
I have tried to uncheck sequencer and render but same thing happens. All the objects are not hidden and fully seen. I have tried both using f12 and the render image button in the menu to render the image.
Would appreciate if someone can help me out its been a pain trying to figure out the issues ty :)

try rendering other things and see if the same thing happens.

If you have a few View Layers you should properly manage it render settings.
Please share some screenshot with us!

ok, but I posted the guess that most likely..
if there'll be a screenshot I can edit the answer, right?


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What is the most optimized way to create mesh from vertex web
I have this web of vertices that I want to convert into optimized mesh. When there is a big angle it goes smooth and when there is just a straight line it creates one "box" of vertices.
I tried skin modifier but it does not fit my needs.
The image might be able to say more than you can understand from this decription. I am still a beginner. I use Blender v2.79
I was thinking of using curves but need more help on that matter.
I have to have a box looking mesh along the lines so to use bevel on it.

Could you explain a little more? What does the skin modifier do that you don't want to do, and what exactly are you trying to create?

Well I'm trying to create a web of mesh or something. I don't need the extra vertices, which the skin modifier creates, in my grid mesh. And when there is a 'turn' it has good quality interpolation, if that is the right word. I basically want to subdivide without creating too many vertices and not making the mesh round. http://prntscr.com/nvaocg


text:
How can I do a detailed landscape?
I am a beginner in the use of blender and in this community, so I do not know if this is the appropriate place to make these comments. I'm trying to make blender the landscape that is shown on the next page Landscape construction, since I think blender can do it in a faster way, but I still do not know how to do it, if someone knows how to do it would be a great help, on the page mentioned above, show each step of the construction of the landscape in detail. Any help is welcome. Thanks in advance
Following the advice of @cegaton this image is the result that I want to achieve,following the steps indicated in the web page of the hyperlink shared by me.

@cegaton Very interesting the information of the link that you have shared, but it would be of more help if you could show some steps already done, to have some idea of how I can do it since I am learning to use blender

As of 2.78a, you can use adaptive subdivision by turning on experimental features, using a subsurf modifier, and checking the "adaptive" checkbox in the subsurf options. Then, you can head up to the object's node tree and connect a procedural texture to the "displacement" input of the material output. Depending on what kind of landscape you want to do, you can mix procedural textures using the mixrgb node. Noise alone yields a connemara-ish landscape, Voronoi + waves creates a desert and Voronoi + Noise creates alpine mountains.

Thanks for the information on how subsurf modifier works and the landscapes that are achieved with it, but my doubt is still how to do the division of the plane to get the picture mountain, please show me a few steps to better understand the idea you propose.

The secret is thinking about landscapes as layers of displacement, so you can create landscapes out of procedural textures. See thenoise texture? Now imagine it as a heightmap, with the vertices displaced according to its data. T'is the whole principle. To learn more about it, just watch this video by gleb alexandrov: https://www.youtube.com/watch?v=hlh9rrjG29k . There's a part about terrain generation at the end.

What you need is the ANT Landscape addon. It comes with Blender, but you'll need to activate it from the Add-Ons Preferences.
Next, go to Add (Shift+A) > Mesh > Landscape. In the bottom left of the 3D View (bottom of the Tools panel) you'll see a bunch of options for the landscape you just added. (Most tools have options here that you can tweak after the fact.) If you don't like the way it looks, try changing the type and/or random seed here.

You can try to use this addon : Add Mesh : ANT landscape
https://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Add_Mesh/ANT_Landscape

Please include some steps as to how the user could recreate that landscape using the add-on you suggest within the answer itself.

@RayMairlot  Sorry but it is too difficult for me.


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Closed interior lighting renders too dark with cycles
I'm working with a closed scene without any window with some lights, my render tend to be dark and more noisy. When I have very strong of lights, it will make some area become over-bright while other area still too dark. I think its far away from the reality where I have the same big of room with 5w of led lamp. How can I fix this?

It's a 3x3x3m of white room, the area above the lamp will be over-bright where the bottom left of the camera will be darker blackened. It doesn't matter if I change the light bounces to 200 or more, or if i change the world surface strength up. Everything just the same, except the renders quality.

Hello, it really depends on your setup, could you add screenshots of your scene ?

Thank you for responding, I've edited my question.
I'm using blender default settings.

Scenes are generally illuminated with lamp objects, emission shaders are often inefficient. A single screenshot is not enough to diagnose the issue. Could you show the rendered result, your render settings, exposure, compositing, gamma etc? See https://blender.stackexchange.com/questions/65243/emission-material-wont-work-while-another-emission-in-my-scene-is-on/

Thank you, it explains why. Make fake lights does help the exposure, but it'll create false shadow.
The sun light and world light does not work inside a closed box without any hole.
I'm looking for a more simpler ways to configure the lights. What I'm trying to do is to reduce the light strength near the lamp and increase the the light strength in the area far from the lamp plus making the whole scene more brighter, without editing the rendered images.

Rightnow, the best thing I can do is using ies texture for the lamp. But It'll make the floor over-bright with not enough light to the ceiling.


text:
The result of rendering cycles is not the same color as Eevee in blender 2.9
Recently I followed a tutorial on youtube about modeling a stage, here is the tutorial link: https://youtu.be/9r6WX_rPf3E
The Eevee results were as expected, but when I rendered on Cycles, the metallic colors changed.
[Render Eevee]

[Render Cycles]

in the tutorial, the results of the cycles are darker, but in my project the result in rendering cycles is brighter (The tutorial results when in cycles mode: https://youtu.be/9r6WX_rPf3E?t=1166). I've also changed the power of the lamp and the Strength of the HDRI but it still doesn't work.
Settings
Eevee settings

Cycles settings

Is there anything I need to add/remove to achieve the same result as the tutorial above? (More dark in cycles) Thanks!

Emission materials could affect on lightning in Cycles, but it is not so in EEVEE, it doesn't support mesh-lights

I managed to get what I wanted. The error is very simple.
In my blue metallic material somehow it doesn't turn blue.

After I changed the metal value, the color changed.

[Render results in cycles mode]

Maybe this will be my lesson that I have to be more careful. Thank you for helping me!

Try darkening the environment and adding some volumetric scatter in order to imitate the bloom from Eevee.If you don't want to dare the environment, a navy blue/grey/black metallic shader from the principled BSDF may work.

Hi, thanks for the post. This site is not a regular forum, answers should be substantial and thoroughly explain the solution and required workflow. One liners and short tips rarely make for a good answer. If you can [edit] your post and provide some more details about the procedure and why it works feel free to restore it, otherwise it may be deleted or converted into a comment. Perhaps add a few images illustrating the workflow and final results. See How do I write a good answer?


text:
blender object doesnt scale, new vertices appear instead
Im new to blender and this happens when I try to scale extrude etc. The object itself doesnt transform and new vertices appear istead.

hello, it's not clear, could you please show what you're doing step bu step?

Okay, so first, I was trying to stretch the edge so I used "select box" to select the two vertices. And I pressed S with X to stretch it sideways. However, unlike other parts of the object(like screenshot number 2), the face would not stretch with the vertices. The face would just remain and two new vertices would come out of nowhere.

so these vertices were already here and they were overlapping some existing ones, maybe first select all and press M > Merge by Distance

thank you so much!! Problem solved!

You must have created overlapping vertices by accident. Select all, press M > Merge by Distance, then scale again.

Point has no dimensions, therefore, scaling operator does not work, and extrude generates an edge and point from the existent point.
Have you tried to switch to edge or face before apply scale operation?

Cant I select points of an object and scale them? The second photo works fine


text:
objects do not render
I must be making some silly mistake but I can't see it... I have a document with some objects on a layer (metaballs) and 1 cam. The layer is enabled, the objects have preview and render ticked. The objects have Max draw textured. The renderer is cycles. The objects have nodes shaders.
Two 3dviews are open. both are aligned to cam. The cam has been pointed at the objects. Both are in object view. One shows the objects in all draw modes. The other shows the objects in no draw modes. The objects do not render. I have restarted blender.
What am i doing wrong? (2.79b)
Another thing I notice is the working mballs seem to have an orange icon with their name that expands to a white icon with the same name. eg mball.005 contains mball.005.  the broken mballs seem to be mixed up - the names don't match. e.g. mball.010 contains mball.012. Renaming the child elements doesn't seem to fix things but maybe it indicates something got corrupted. Pure speculation...
Regards
update: I pushed it out to an obj, factory reset blender and brought it back in. apart from needing the nodes rebuilt all is back to normal. it's made all the metaballs into single objects which I couldn't work out how to do, so in fact it's actually done me a favour.
I'd still like to know what I did wrong to mess up the file...

Any chance you could upload your file so we can take a quick peek? Issues like this are nearly impossible to diagnose without actually seeing the file as it could be so many things. You can upload your file here (https://blend-exchange.giantcowfilms.com/)and post a link in your question.

hi, i posted that as .  currently it won't render and only appears in the viewport in render mode. i don't even get anything under bounds.

In the file you posted, the only issue that I saw was that the camera was not pointing at the objects, so it would just render blank space. I reset the camera to point at the objects and it rendered just fine.
As an aside, I believe metaballs cannot be joined unless you convert them to a mesh first. I selected one, pressed Alt+C and chose mesh from option and it joined them all. It does make them permanent however, and you can't move them around individually anymore.

for me, the oddest thing was i couldn't see the objects in 3dview.  i think i partly understand that - i'd accidentally deleted the base mball. when i recreated it, most of my objects came back in all views.  thanks for pointing out the camera error.


text:
vertex positional difference alternative using numpy
I have a function looking at a difference in vertex positions, and storing that difference on a third mesh -
def mesh_difference(A, B, difference):
    # Get the objects from the collection using their names
    object_A = bpy.data.objects[A]
    object_B = bpy.data.objects[B]
    object_difference = bpy.data.objects[difference]

    # Get the meshes from the objects
    mesh_A = object_A.data
    mesh_B = object_B.data
    mesh_difference = object_difference.data

    # Get the vertices of each mesh
    verts_A = mesh_A.vertices
    verts_B = mesh_B.vertices
    verts_difference = mesh_difference.vertices

    # Loop through the vertices and calculate the difference in position
    for i in range(len(verts_A)):
        vert_A = verts_A[i]
        vert_B = verts_B[i]
        vert_difference = verts_difference[i]

        # Check if the positions of the vertices are different between mesh_A and mesh_B
        if vert_A.co != vert_B.co:
            # Calculate the difference in position
            diff_x = vert_A.co.x - vert_B.co.x
            diff_y = vert_A.co.y - vert_B.co.y
            diff_z = vert_A.co.z - vert_B.co.z

            # Move the vertex on mesh_difference by the absolute difference in position
            vert_difference.co.x += diff_x
            vert_difference.co.y += diff_y
            vert_difference.co.z += diff_z

While this is working fine, I'd like to explore other options that may be faster or more memory efficient, since for large meshes this is getting a but to slow/heavy. I started looking into numpy, but I'm doing something wrong I think since the function isn't doing anything -
import bpy
import numpy as np

def mesh_difference(object_A_name, object_B_name, object_difference_name):
    # Get the objects from the collection using their names
    object_A = bpy.data.objects[object_A_name]
    object_B = bpy.data.objects[object_B_name]
    object_difference = bpy.data.objects[object_difference_name]

    # Get the meshes from the objects
    mesh_A = object_A.data
    mesh_B = object_B.data
    mesh_difference = object_difference.data

    # Get the vertices of each mesh as numpy arrays
    verts_A = np.array([vert.co for vert in mesh_A.vertices])
    verts_B = np.array([vert.co for vert in mesh_B.vertices])
    verts_difference = np.array([vert.co for vert in mesh_difference.vertices])

    # Calculate the difference in position
    verts_difference -= verts_A - verts_B

Any ideas as of why the numpy function isn't working, or if there are more efficient alternatives to the first option?
A solution using a slightly modified version of a suggestiong from below -
import bpy, numpy as np
from bpy import context as C, data as D

def mesh_difference(A, B, difference):
    ob1 = D.objects[A]
    ob2 = D.objects[B]
    ob3 = D.objects[difference]

    verts1 = ob1.data.vertices
    verts2 = ob2.data.vertices
    verts3 = ob3.data.vertices

    arr1 = np.empty(len(verts1)*3, dtype=float)
    arr2 = np.empty(len(verts2)*3, dtype=float)
    arr3 = np.empty(len(verts2)*3, dtype=float)

    verts1.foreach_get('co', arr1)
    verts2.foreach_get('co', arr2)
    verts3.foreach_get('co', arr3)
    verts3.foreach_set('co', arr3-(arr2 - arr1))
    ob3.data.update()

mesh_difference('A', 'B', 'Cube')

Quite a bit faster -
Time taken: 0.5296132564544678 seconds
Time taken: 0.0469057559967041 seconds

the power of foreach_get

import bpy, numpy as np
from bpy import context as C, data as D

def mesh_difference(A, B, difference):
    ob1 = D.objects[A]
    ob2 = D.objects[B]
    ob3 = D.objects[difference]

    verts1 = ob1.data.vertices
    verts2 = ob2.data.vertices
    verts3 = ob3.data.vertices

    arr1 = np.empty(len(verts1)*3, dtype=float)
    arr2 = np.empty(len(verts2)*3, dtype=float)

    verts1.foreach_get('co', arr1)
    verts2.foreach_get('co', arr2)
    verts3.foreach_set('co', arr2 - arr1)
    ob3.data.update()

mesh_difference('Cube', 'Cube.001', 'Cube.002')

brilliant! that was the right idea, thank you. I slightly modified it add the deltas to subtract the differences from an existing array (I'll use it for shapekey correctives, so I'd need it to be relative to the existing positions of the 'difference' mesh), but this is what I was looking for.

foreach_get() sounds like a loop, but internally .. is it just slamming chunks of memory around?  .. only if you happen to know,,

@RobinBetts I don't know. You're not getting an access to the original data, you get a copy, so it seems it is a loop that copies the data.

memcpy() ? probably not....

@RobinBetts memcpy still will be implemented as a loop, though understandably it can be implemented more efficiently than just a boring loop written by a Blender dev.


text:
Cut a solid along an edge
If I have this cylinder,

How can I cut it along the edge passing through?
(another question: is necessary that edge I created to prepare the cut?)

No, you don't need that edge, in fact it is best of you remove it. I'd advise using the Knife Project operator, you'll need another "cutting" object. See https://blender.stackexchange.com/questions/63719/cut-out-surplus-material/63721#63721 or https://blender.stackexchange.com/questions/50538/how-to-cut-an-object-along-a-curve/50560#50560 also https://blender.stackexchange.com/questions/67933/how-to-create-an-edge-extrusion/67944#67944

maybe simply use the knife tool available in edit mode, there you don't need an extra object... Just hit K and click on the vertices composing the edge

True, forgot about that one

Edit mode Boolean is a good option for what you want to do.  You just need some clean up after doing the Boolean.

Try using the Bisect tool.
Click Numpad 5 to enter into Orthographic View, then click Numpad 7 to go to top view.
Click A to select everything, then click Spacebar and type Bisect.
Click and drag across the cylinder while it is selected. This will cut a line into it along where you clicked.
Next, on the left tab, under bisect, make sure Fill and Clear Inner (or Clear Outer) are checked, or uncheck them if you simply want to add the edges along the mesh.


text:
Blender Game Engine logics sensors and python script
I'm trying to build a simple user interface in Blender Game Engine. 2 buttons (launch and quit).
Each button got a "Mousse Over" and "Left Button" sensors connect to a one Python controller.
Here my script menu.py:
import bge

cont = bge.logic.getCurrentController()
own = cont.owner

OverLancer = cont.sensors['Over.Lancer']
ClickLancer = cont.sensors['Click.Lancer']
OverQuitter = cont.sensors['Over.Quitter']
ClickQuitter = cont.sensors['Click.Quitter']

if OverLancer.positive and ClickLancer.positive :
    print("lancer")

if OverQuitter.positive and ClickQuitter.positive :
    print("Quitter")

Nothing works as expected. I got the error "sensor not found" for all of them and I don't understand where I'm wrong. I saw as well something strange. My sensor names change like that .Blender add .001 sometime ...why?
And there is old deleted code line in the error message, again strange.
Python script error - object 'Bouton lancer', controller 'And.002':
Traceback (most recent call last):
  File "menu.py", line 6, in <module>
    print (cont.sensors)
KeyError: 'requested item "Over.Lancer" does not exist'

For example "print (cont.sensors)" is not present in menu.py !?!?
If anybody got an idea, it's will be great.
Thanks!

Thanks, it's works !!! I used the Strapicarus method to solve my problem. I connected my sensors to a unique "select multiple objects keep press Shit and Mouse Rigth Button on objects."
here my script:
import bge

cont = bge.logic.getCurrentController()
own = cont.owner

OverLancer = cont.sensors['Over.Lancer']
ClickLancer = cont.sensors['Mouse_lancer']
OverQuitter = cont.sensors['Over.Quitter']
ClickQuitter = cont.sensors['Mouse_quitter']

if ( ClickLancer.positive and OverLancer.positive):
    print("ClickLancer")

if ( ClickQuitter.positive and OverQuitter.positive):
    print("ClickQuitter")

my logics:

I give you the answer and you take the points...

Each object has a self "scope" or "namespace", so the (object 1) controller can no access sensors from (object 2) controller even if they are using the same script, which is your case.
BUT you CAN CONNECT SENSORS from multiples to one (or more) CONTROLERS
Simple select all objects which sensors would be used and at the last select the object with the controller. to select multiple objects keep press Shit and Mouse Rigth Button on objects.
objects: Sphere has "Mouse_Sphere" sensor while Cube has "Mouse_Cube" and i want to use each sensor in one script and the controller is in Torus.

[

Thanks for your reply. I try this and i keep you in touch.

Starting at cont = bge.logic.getCurrentController() this line gives you the controller, that is the block that you set to use the script. cont.sensors is then a list of sensors connected to the controller.
Note that in your screenshot you have Over.Quitter and Click.Quitter connected to the script controller. The script however appears to be designed to work with both the quitter and lancer buttons, but only two of the four sensors is connected to it, so you get the "item does not exist" error.
While you can use a separate script for each controller, it is possible to make a generic setup. To make this work, each button needs two sensors, use the same sensor names for each button, so call them Click and Over then in the script you get the two sensors by name and to know which button is being clicked you use own.name.
import bge

cont = bge.logic.getCurrentController()
own = cont.owner

Over = cont.sensors['Over']
Click = cont.sensors['Click']

if Over.positive and Click.positive :
    print(own.name, 'clicked')

Thanks you. I think it's the simplest solution for me. I try and i keep you in touch.

Analysis
Be aware your code expects all four sensors to be present.
But your business (and setup) is to get just two of the sensors at the time.
You code complains about the missing sensors.
Solutions
There are several different solutions. Here are some of them.
Simple Isolation
I suggest to focus on a single operation. This means you do not mix Lancer with Quitter. This is pretty simple as there are different objects with different logic already.
Button.quitter executes code that deals with quitting while button.lancer deals with "lancer"-ing.
The button logic is pretty much the same. The difference is the triggered operation.
If you do not mix in other operations you do not need to care the button names. You trigger the operation when all connected sensors evaluate positive (mouse over object + mouse button):
import bge

controller = bge.logic.getCurrentController()

if all(sensor.positive for sensor in controller.sensors):
    print("clicked") # trigger your operation here

Independent Triggers
I prefer to separate the button behavior from the operation even further. This is as all buttons behave the same (mouse over + click) Independent from the final operation. Additional it allows you to have other triggers for the same operations (e.g. via keyboard key).
The setup is a bit more complex and simpler at the same time:
Menu Button:
Mouse over sensor + Mouse clock sensor --> AND Controller--> Message actuator Subject: "quit"
Quitter:
Message sensor Subject "quit" -> Python controller "quitting"
import bge

controller = bge.logic.getCurrentController()

if all(sensor.positive for sensor in controller.sensors):
    print("clicked") # trigger your operation here

(Basically the same code as above. The object just contains other sensors - the message sensor).


text:
How do I set up a library for textures?
(TLDR already? Scroll down.)
How do I set up a library of textures? I introduced blender at my workplace (architect) and this oldschool office still works with sketchup instead of 3d designing with revit, allplan, or what have you. Well since I'm new and I need to render some of those projects I have a problem: sketchup models only have their textures when being in blender render mode. When I switch to cycles they get replaced with a flat color (at least matching the texture they had before). We have a lot of projects in the going and they change regularly. But we need constant visual updates in form of rendering etc.
TLDR:
I want to edit the textures of every given project ONCE even when a more up-to-date-sketchup model comes my way. So how do I set up a library of different textures that I can chose from in every project? I read about appending but this is not the best way. If that's possible I want it to be like a catalog of textures (with the preview spheres) where I can just chose from, not a shitload of project files which I all have to open and search for the right thing in.

did you check out the cycles material nodes and made sure your Image Texture is connected like it should?

Did you try UV unwrapping your mesh? I doubt that would be the problem, but it's worth a shot.


text:
Selecting polygons by size
Is there a way to select all the polygons within a mesh having a size similar to a given one.
The idea was to have an automatic selection of all the polygons within a range of size similar to one you select.
I think it could be done by scripting something using polygon.select and polygon.area, but I have no idea how to start.
I am not a coder but if someone gave me good indications and it is not going to be particularly difficult I could try to make a script.
Thanks in advance!

Related - https://blender.stackexchange.com/questions/79324/how-to-select-faces-by-area. You can use Select SImilar > Area or Perimer depending on the scenario.

Try to use the following menu:

Select your required polygon, go to Select -> Select similar -> Area
Best of luck!

In Edit mode, press CTRL + TAB and click Faces. Select the face you want and press Shift + G (Select similar menu) and click Area in the menu :

In the opertor property panel (press T to make the Tool shelf visible), increase or decrease the Threashold :


text:
Can't get mesh to follow path nurb
Video example of the issue on a fresh scene
SOLUTION: When you create a nurbs path and the use the pencil tool to draw it, the original nurbs path still remains and acts as the main path for the constraint. After deleting said path, the mesh starts to follow the newly drawn nurbs path
I'm trying to get a mesh to follow a nurbsPath with the follow path constraint but i can't get it working at all. While it gets constrained to the position of the nurbsPath, It only slides to the side without following the path.
All transforms are zero-d and are at the center of the scene, tried checking most settings in the constrain (fixed position)
I had it work just previously, i tried comparing the settings between the two but to no avail.

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.

Hello, the video doesn't seem to work, please share your file here (only keep the useful elements): https://blend-exchange.com/


text:
Particle Hair root jiggles away from emitter mesh during Hair Dynamics simulation
Instead of the root point of the hair key staying fixed to it's original position, it moves away from the mesh, rendering the whole simulation unsuccessful.
Trying various settings with stiffness, weight, collision, did have an effect on the level of displacement, but it still isn't satisfactory
Video example 1
Video example 2
Blender file with particle hair mesh

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.


text:
Adding bone keyframe to a new action affecting/changing previously saved action
My charater model have one set of deforming bones, and another set of target bones that is driving the deforming bones through constrains. I create the target bones by duplicating the deform bones,remove parents and weights, then adding IK constrain to the "hands" and "feet", then adding pole target bones for those IKs. My animation is done by keyframing only the target bones.
I created a run cycle, saved it as a RUN action by clicking on the shield icon in the Action Editor, then moved on to create a new IDLE action. On this IDLE action, I reset the target bones to the default T-pose, then add a keyframe to all of them, then save the action.
PROBLEM: When I go back to the RUN action, the run animation is broken, and stay broken even if I delete the IDLE action.
I have tried adding single keyframe to all the bones (including bones that stays still during the animation and pole target bones), my NLA timeline is empty, but the problem still persists.
I want to include multiple diferrent actions/animations in a single object, so I can export it to a single fbx to Unity later. I could try to break the animation to multiple blend files, but that would be a nightmare to import and manage all the animations inside Unity.
RUN action before

The added IDLE action

The broken RUN action after

Can you share your blend file?  It might make it easier to figure out what is going on. (How to add a blend file)

Thanks, I just uploaded it to the post. I used the Bone Manager addon, don't know if opening the file without it will cause any error.

It opened fine.  Did you mean Bone Layer manager?

Yes that's the one.


text:
cuda error at cuctxcreate launch failed

I have been getting a launch error when i try to render a scene using my GPU.
I use a GTX 1070 on blender 2.78 and the scene is very simplistic so there should be plenty of memory available. Any Idea what is going on?

Check this: http://meta.blender.stackexchange.com/questions/2261/blender-is-currently-unusable-on-nvidia-gpus-m-mx-family

Simply restarting Blender fixed the issue for me.

I had the same error after changing transparency maximum bounces from 8 to 64 in the Light Paths panel and keyframing some material's transparency factor. I saved the project, restarted blender and that fixed it.

I have a GTX 770 and I was having the same error but I was trying to use "Branched Path Tracing" instead of "Path Tracing" under sampling. I was able to cure it by turning down my tile my tile size under performance. I set my tile size to 64x64. I tested several different sizes up to 128x128(Mine would crash at any size larger) but 64x64 was by far the fastest on my GTX 770 2GB. It may be different on your GTX 1070. I also couldn't see what your sampling is set to so this might not even apply to what you're experiencing. It wouldn't hurt to try smaller tile sizes.

Change .. Render > Performance > Start Resolution  to 256 or 128 if u are using higer..Because GPU cant not handled.

Could you please expand and clarify on what you are talking about to other users who may not understand Blender as well as we do? I know what you are talking about but others might not be able to follow along. A picture is worth 1,000 words sometimes.

mine using Blender 2.83 and got this error too. it happens when rendering architecture scene with lots of geometry. solution for me is using cpu render (not using GPU), the result is 25% slower but it works
in Scene > Render > Device change to CPU


text:
Curve modifier not working, Can only deform along z axis
I am working with the curve modifier for the face of a character I'm making. I'd like to be able to curve the mouth to make facial expressions. But I can't get the sides of the mouth to come inwards, it just acts like the curve vertex has moved vertically. I can get the lips to move up and down, but not sideways.
this works (moving on z as expected):

this doesn't (moving on z, but should move on x):

Any help appreciated. Thx.
Update:
Lets suppose I wanted to be able to make a face like the one made below. This is what i mean by I want the sides of the mouth to come inwards. By making the sides of the mouth closer to one another, with the curve. (I did not use the curve in this example)

How is your curve oriented, is it a 2D curve or 3D? Is it Rotated facing the carema or is its local XY pointing upwards? How is your object topology and vertex groups? Please edit your question and provide more details, possibly upload a simplified blend file

it is a 2D curve

Why do you want to use a curve for that? Also, it is best to use http://blend-exchange.giantcowfilms.com/ to upload your .blend file.

Not really sure what is worng with your curve specifically, but replacing it with a Bezier Curve instead of a NURBS Path seems to solve the issue.
Converting didn't seem to be enough

Thx. but this is not what i'm looking for. I updated the question to fit what i'm asking for more specifically. I am certain it is possible because i have managed to do it before.


text:
Light Not Rendering - Cycles
I am trying to render a house with cycles, and for some reason, it will not render the light. The .blend file is below.
I have a plane which I am using to emit light using the Emission feature of the surface property in materials. When I render the project, the image does not render the light which is supposed to emit from the plane

Thanks, everyone!

I have a plane which I am using to emit light using the Emission feature of the surface property in materials. When I render the project, the image does not render the light which is supposed to emit from the plane.


text:
Why is my beer black?
I've been following this blender guru tutorial (Link to relevant section of tutorial)
However, once I try to render the beer material it is coming out black

I've followed very closely with the tutorial and I can't figure out why i'm getting what i'm getting. A similar question has been asked before, but the solution did not solve my problem. Any help would be appreciated.
My .blend file can be found here:

Here is the blend

flip the normals of the beer (the actual liquid not the glass), and I think you may have some slight overlap near the top of the liquid (slightly overlapping with the glass)

...you may have rendered a Guinnes... :D I examined the file, and the tut, and I would try to decrease volume absorption density (try around 15-20, you have 65)... and, also what @christai said above, and... your meshes have doubles.


text:
UI row alignment issue
I have a bit of an issue keeping the checkboxes always on the right, when toggling some values on and off -

    def draw_item(self, _context, layout, _data, item, icon, active_data,
              _active_propname, index, flt_flag):

    key_block = item
    if self.layout_type in {'DEFAULT', 'COMPACT'}:
        split = layout.split(factor=0.7, align=True)

        split.prop(
            key_block, "name", text="", emboss=False, icon_value=icon)
        row = split.row(align=True)

        if _context.object.shape_show_value:
            row.prop(key_block, "value", text="", emboss=False)

        row.prop(key_block, "mute", text="", emboss=False)

Thank you Karan for the solution -

While this is doing what I was after the names seem to be cropped for some reason, so I'm sticking with a less elegant solution of wrapping 2 factor values inside conditional statement for now.

Using a less than elegant solution I put the whole layout inside an if statement for now, basically having 2 factor values. I'm sure there's a better way to do this.

Try, row.alignment='RIGHT' before row.prop(key_block, "mute", text="", emboss=False)

Thank you, this seems to be what I was after. Oddly, this is cropping the name of my shapekeys in the list irregardless if the values are showed or not, so I may just go with the different factors depending in it's state for this one.
Good to know about the alignment option. Still need to warm up to the API docs.


text:
Accessing custom properties, python
In my addon I'm declaring an enum that is storing 3 properties.
I tried to read up on how to pass properties between files, but I can't figure this one out.
I would like to access the properties from another file, but getting the error "AttributeError: 'str' object has no attribute 'scene'"
In one file I'm declaring the property:
import bpy

class Expression(bpy.types.PropertyGroup):
    expression_type: bpy.props.EnumProperty(
        name="Expressions", description="expressions to choose from",
        items=[('OP1', "A*B if A>0 and B>0", ""),
               ('OP2', "(A*B)**0.5", ""),
               ('OP3', "sin(pi/2*A)*sin(pi/2*B)", "")],
        default='OP1'
    )

def register():
    register_class(Expression)
    bpy.types.Object.expression_type = bpy.props.EnumProperty(
        name="Expressions", description= "expressions to choose from",
        items= [('OP1', "A*B if A>0 and B>0", ""),
                ('OP2', "(A*B)**0.5", ""),
                ('OP3', "sin(pi/2*A)*sin(pi/2*B)", "")],
        default='OP1'
    )

def unregister():
    unregister_class(Expression)
    del bpy.types.Object.expression_type

and in the other I'm trying to access it:
class ShapeUpdate:
    def __init__(self):
        pass

    def update_shapes(self, context, selected_meshes, active_mesh):
        scene = context.object

        if scene.expression_type == 'OP1':
            print('do thing A')
        elif scene.expression_type == 'OP2':
            print('do thing B')
        elif scene.expression_type == 'OP3':
            print('do thing C')

class ShapeEditor_OT_UpdateShape(bpy.types.Operator):
    """Updates the shapekey and connects drivers according to naming conventions"""
    bl_idname = "shapeeditor.updateshape"
    bl_label = "Update Shape"
    bl_description = "Update shape keys based on naming convention, to get drivers and act as either " \
                     "combination or inbetween"

    @classmethod
    def poll(cls, context):
        return (context.active_object is not None)

    def __init__(self):
        self.selected_meshes = self.meshselect.get_selected_meshes()
        self.active_mesh = self.meshselect.get_active_mesh()

    def execute(self, context):
        self.update = ShapeUpdate()
        self.update.update_shapes('INVOKE_DEFAULT', self.selected_meshes, self.active_mesh)

        return {'FINISHED'}

I'm probably overlooking something. Pretty hard to find some information on the subject. I tried to look at other peoples addon but didn't have much luck.

Hello ! It seems you didn't provide the full script, there is no mention of scene in the snippet you posted so the error doesn't come from there

Thank you for replying. I updated the second snippet with the original variable declaration.
The script works fine until I put in the conditional statements trying to access that property so I'm positive it has to do something with how/where I'm declaring that custom property or how I'm trying to access it.

You should look into your function arguments, you call update_shapes with a string as first argument when the signature expects a context. Try replacing 'INVOKE_DEFAULT' with context

Thank you, that was it. Trying to understand blender and it's contexts but it's not an easy process.


text:
Object disappears in render view
I use Blender v2.77 and Cycles Render. I have searched for answers, but the solutions didn't help me with my issue. I have one object, which I can see always, but when I choose render as display method, it is gone.
Here are 2 screenshots. It concerns the "SpirulinaEmitter".

I am a total newbie with Blender, so it might be an easy error. but I am totally stuck right here.
Any advice is welcome.

Well guys, I found the problem. I changed this at the very beginning when I watched a tutorial and of course, forgot about it:

The invisible object was a particle emitter. And I unchecked the "Emitter" box under Particles > Render!

You can accept your own answer if the problem is solved :)


text:
Gamma Node Blender
The question is about the Gamma Cycles node.
In this period I am studying the linear workflow in Computer Graphics and how it is managed by Blender.
I noticed that Cycles automatically handles the jpg-png (sRGB in general) color space linearization process by simply setting "Color" in the image texture node.
While instead, we do not want to linearize to preserve sRGB we set "No Color Date".
That's what I thought I understood. Is it right?
The doubt comes to me, when I use the Gamma node. Theoretically if I insert 0.22 to a "Color Data" image (linearized by Cycles) I should get an sRGB image for manual conversion from Linear to sRGB (Color Management disabled). But the reverse thing is, the image is as dark as if I had inserted a double linearization (0.454545), the automatic cycles and my manual.
Theoretically, I expect the gamma node to work as in Nuke where (in a linearized space and then converted to sRGB in the preview) set at 2.22 I see a brighter picture.
In Blender, the accounts return me to setting the menagement color to "none" (Display Device) where the image is dark and contrasted, as does the Cycles internally.
But, I still do not understand the behavior of the Gamma node.
Can anybody tell me what's going on internally and why?
EDIT:
Thanks for the answer, cegaton.
The things you said I understood. But, probably, I did not explain it well, the gamma blender node works differently than other programs. Here's an example.
This is the original image.

This is correct with a 0.454545 in Natron (dark image).

This is correct with a 0.454545 in Blender (brighter image).

0.454545 is the conversion curve to convert sRGB (2.22) so I expect the image to be darker, while in Blender it corrects it inversely.
The settings are identical. Both were interpreted as sRGB and then linearized and displayed sRGB but the gamma node works in reverse.
Why?

While instead we do not want to linearize to preserve sRGB we set "No Color Data".

No. This is specifically for data that is not a colour. Linear colour data should be tagged as “linear”.

In Blender, the accounts return me to setting the menagement color to "none" (Display Device) where the image is dark and contrasted, as does the Cycles internally.

You should never set your display device to none unless purely for diagnostic testing.

The settings are identical. Both were interpreted as sRGB and then linearized and displayed sRGB but the gamma node works in reverse.

Look for yourself. You can see that the value is simply taken to the power of the power specified.
void GammaOperation::executePixelSampled(float output[4], float x, float y, PixelSampler sampler)
{
    float inputValue[4];
    float inputGamma[4];

    this->m_inputProgram->readSampled(inputValue, x, y, sampler);
    this->m_inputGammaProgram->readSampled(inputGamma, x, y, sampler);
    const float gamma = inputGamma[0];
    /* check for negative to avoid nan's */
    output[0] = inputValue[0] > 0.0f ? powf(inputValue[0], gamma) : inputValue[0];
    output[1] = inputValue[1] > 0.0f ? powf(inputValue[1], gamma) : inputValue[1];
    output[2] = inputValue[2] > 0.0f ? powf(inputValue[2], gamma) : inputValue[2];

    output[3] = inputValue[3];
}

So we can see that the value is taken to the power of the supplied power value.
When you load an sRGB image, it is linearized via an inversion of the sRGB OETF, which it should be noted is not simply a pure 2.2 power function. A value such as 0.467 is linearized to approximately 0.2 in the reference space.
If we run that value through the power function, 0.2 would be taken to the power of 0.454545 as per your example. This would indeed yield a reference value of 0.48119 approximately, which is roughly middle grey in terms of a typical sRGB display.
In Nuke, for reasons that are beyond me, the "Gamma" node is inverted. Natron followed this because it is attempting to be a Nuke knock off.

Strangely, Nuke’s idea of gamma is inverted, so the equation in Nuke is: output = input^(1/gamma).

As taken from https://compositormathematic.wordpress.com/2013/07/06/gamma-contrast/
Most people are utterly confused as to what a “Linear Workflow” is. I can say with utmost certainty that it has very little to do with power functions, and much more to do with understanding the difference between a scene referred model and a display referred model.


text:
Object disappearing whenever it's not selected

My object disappears whenever it's not selected. It's not hidden, I'm not in local view... I can't seem to figure it out. Any help would be much appreciated.

Can you please upload a full image of blender, I mean include toll bars

We need more information, can you upload the Blend: https://blend-exchange.giantcowfilms.com/

Does the mesh has edges or only vertices?

Here's the .blend file. And yes, the mesh has edges. http://pasteall.org/blend/index.php?id=47475
Edit: Fixed it. See below. Thanks!

Just figured it out. Somehow I ended up duplicating all vertices for that mesh, which caused rendering issues apparently. Removing duplicates fixes it.

but how do u remove the duplicated? I tried W- remove doubles, doesnt do it.


text:
How do I get rid of these weird light reflections on the floors and walls?

Hello, I am currently working on a 3D scene and this has happened to me several times by now and I still haven't found a solution. Increasing light bounces or samples doest seem to work.
This rendder has 215 samples and MIN 4 light bounces, max 4 light bounces.

That's very helpful. Thank you so much!


text:
Linking multiple objects to a master object with different color faces? {beginner}
Blender noob here.
I Built a rough cube house and duplicated 10s of them, how do I change the roof color/material of the house (master) and change all of the duplicates to have the same color/material roof at the same time?

SOLVED IT! I selected all the uncolored houses and the colored one last, then I pressed control+L and clicked object data. Thank God!

Hello and welcome. You should post that as an answer bellow instead, with a short description of the procedure, so it may help others in the future

Agree, because now I am a person in the future who could use this answer :P


text:
Eyes not following body
I've rigged a character and added the facial rig later, however when I move it the eyes won't follow the rig nor the mesh.
The eye is a mesh and the rig is functional and the rig itself follows the body.
What would be the best way to fix this?

are the eyes meshes part of the body object? In that case select these meshes, go in the Properties panel > Data > Vertex Groups, select the group they are supposed to be part of (that has the name of the bone that is supposed to control them) and click on the Assign button. If your eyes meshes are not part of the same object you can simply select them, then select the body, then ctrl J, and same operation than before.

Applied it and the mesh moves out of the position it is.
The eyes object have a "Shrinkwrap" modifier applied to it so they curve around the head mesh.

well it's hard to understand, perhaps share your file: https://blend-exchange.giantcowfilms.com/

For some reason I can't upload my file to Blender-Exchange, it give an error everytime.
Uploaded to: https://we.tl/t-X3zlfn6KS1
Thank you for your time :)

sorry I can't read your file with my version of 2.8, there's an error message, I hope someone will help   :/

Yeah I'm using the lastest one I think. Thank you eitherway :)

maybe copy paste on 2.79. About https://blend-exchange.giantcowfilms.com/ you need to copy paste the url of this page before uploading

Copy pasted to 2.79, noticed the hand is weird but you can focus on the eyes only.
https://we.tl/t-ml4rHul3g0
Yup I copy pasted the URL in order to upload but for some reason still doesn't work, it let's me upload and then after a while a separate window saying "error uploading"

There is something wrong with the parenting: I solved the problem selecting the L eye, shift selecting the L eye rig, and pressing Ctrl P choosing "Armature deform" option (This option doesn't affect the weights you've already set). Do the same with R eye.
Then, personally, I would prefere to merge all rigs into one (Ctrl J, but you will have to rename some bones, to prevent name conflicts).


text:
How do I switch the direction of the Torus uncoiling?

Notice how from the centre the Torus uncoils.
It starts from tight coils and ends in loose coils.
I want it to start with the loose and then end in the tight coils.
How can I accomplish this?

Hi.  It would be helpful if you could share a screenshot from your Operator Panel from when you created the object (I'm guessing Curve Spirals > Torus ) so that we could more easily recreate your spiral in order to try and find a solution.

Please [edit] your question and add more information on how you created the object.


text:
How can I make these sharp, pressed in parts of a burger?
I have tried using the Draw Sharp tool to achieve this, but unfortunately, as it is visible, it's really hard to achieve this "peel" sort of look, where it looks really sharp. How can I achieve this?
Is this to be done by some sculpting tool, or is this to be done using texturing/shading?

you could simply use the photo as texture, paint on the surface with the stencil option  ;)

@moonboots great idea! Could you post this as an answer for others to see clearly?

ok, done.....  ;)

Textures, shading, and normal maps can help a lot with the effect. However I have a different tip that can help, especially (but not exclusively) if you happen to use the subdivision surface modifier as part of your workflow. This works as a complement to using the sculpt tool, or just moving vertices around manually.
(Sorry if this isn't what you're looking for or it's too detailed - but maybe it can help somebody else who happens to find this post!)
Before you've applied the subdivision modifier, you can select specific edges and mark them as edge creases.
Here is a weird little character thing for demonstration:

And here is a preview of what it would look like (so far) when the subdivision modifier is applied. It's too soft and rounded:

Select the edges you want to be creased:

Press ctrl + E to open the edge menu and choose "edge crease" (or press shift + E to use edge crease immediately):

Then drag your cursor back and forth to play around, or use the window that appears in the bottom left corner to configure how extreme you want to get:

Here's the extra pointy boi:

As long as those edges are still marked when you hit "apply" on the modifier, they will stay in the final result! (You'll see I added another sharp crease here)

Even if you don't have any modifiers, if your edges are still marked as creased, and you enter sculpting mode, they stay pretty crispy:
[8

This technically is what I want. Thanks, I totally forgot about modelling. Though you could also edit your answer to include the pinch tool in sculpt mode, which also helps do this.

You could paint a bread texture on your object, with the Draw brush, Mapping > Stencil:

Unwrap your object with the Smart UV Project option
Create a material, plug an Image Texture into the Base Color of the Principled BSDF, create a new (black) image
Find a burger image that is not too contrasted
Switch to Texture Paint mode, keep the Draw brush selected, open the N panel, and under Tool > Brush Settings > Texture, click on the button on the right (Show texture in texture tab) and in the Texture panel open the burger image, and choose Mapping > Stencil:

You'll see the image in the 3D view, right click to move it, right click + Shift to scale, right click + Alt to rotate, paint on your object, choose about the same perspective as in the image:

Lower down the Specular of the Principled BSDF. You can convert your texture image to a normal map to have more 3D relief. Also you can sculpt your object a bit

A +1! Though I considered accepting this instead, however, this would be hard to achieve if we wanted to use an approach where texturing can't be used or the specific texture is not available. Anyways, thanks for the answer!)

sure, this is the easy and lazy solution, but sometimes why not  ;)

Yeah, I will surely keep this in mind when I have a tight deadline ;)

Adding on to Sleepysheepy and Moonboots's great answers, there is a sculpting tool called the Multi-Pane Scrape, which basically kind of pinches the mesh together, and creates the desired effect of the question. It presses down the right and left parts, and sharply takes up the centre part, just as though it was a peel or something.


text:
running function when selecting shapekeys
I'm trying to run a function (setting the active shapekey value to 1, and all other shapekeys values to 0) when selecting a shapekey.
Not quite sure how to achieve that. I tried subscribing to msgbus but I'm doing something wrong.
import bpy

def set_active_shape_key(scene, prop):
    obj = scene.objects.active
    active_shape_key_index = obj.active_shape_key_index
    for shape_key in obj.data.shape_keys.key_blocks:
        if shape_key.name != 'Basis':
            shape_key.value = int(shape_key.name == obj.active_shape_key.name)
            print(f'{shape_key.name} set to {shape_key.value}')

bpy.msgbus.subscribe_rna(
    key="object.active_shape_key_index",
    owner=None,
    args=(bpy.context.scene,),
    notify=set_active_shape_key
)

posting the a complete solution in case anyone is looking for this -
import bpy

owner = None
subscribe_to = (bpy.types.Object, "active_shape_key_index")
#subscribe_to = bpy.context.object.path_resolve("active_shape_key_index", False)

def set_active_shape_key(*args):
    obj = bpy.context.object
    active_shape_key_index = obj.active_shape_key_index
    print(f'{obj.name} shape key index change {active_shape_key_index}')
    for shape_key in obj.data.shape_keys.key_blocks:
        if shape_key.name != 'Basis':
            shape_key.value = int(shape_key.name == obj.active_shape_key.name)
            print(f'{shape_key.name} set to {shape_key.value}')

def sub_msg_bus():
    bpy.msgbus.subscribe_rna(
        key=subscribe_to,
        owner=owner,
        args=(1, 2, 3),
        notify=set_active_shape_key
    )

def clr_msg_bus():
    bpy.msgbus.clear_by_owner(owner)

classes = []

def upd_mbus_cb(self, context):
    print(f'msg_bus bool: {self.mbus}')
    if context.window_manager.mbus:
        sub_msg_bus()
    else:
        clr_msg_bus()
    return None

def register():
    for cls in classes:
        register_class(cls)
    bpy.types.WindowManager.mbus = bpy.props.BoolProperty(
        name="mbus",
        description="Toggle message bus subscription",
        default=False,
        update=upd_mbus_cb,
        )

def unregister():
    for cls in classes:
        unregister_class(cls)
    del bpy.types.WindowManager.mbus

if __name__ == "__main__":
    register()

Your owner is None. Since None is a unique value (thanks to that identity comparison is None works), I think this technique won't work (properly) for more than one msgbus subscription. This is why Blender docs suggest owner = object() instead. Thank you for sharing the answer.

If you have a solution you should post it as an answer instead of updating the question with it. That's the accepted way to do it on Stack Exchange. Especially if you want it to be useful to others. People who are used to Stack Exchange format might skip reading the full question and look for a solution below.

Makes sense, thanks for the pointers guys. Both in regards to the owner assignment as well as the Stack Exchange format. I need to read more docs. :)

Based on an answer I got on Blenderartists -
Message Bus (bpy.msgbus) — Blender Python API
Some properties are converted to Python objects when you retrieve them. This needs to be avoided in order to create the subscription, by using:
datablock.path_resolve("property_name", False)
key = bpy.context.object.path_resolve("active_shape_key_index", False)


text:
sticky deformer (similar to hook/cluster) setup using geometry nodes
I'm trying to deform part of an object (defined by a group) using another control object. Basically a hook deformer using geo nodes.

The tricky part is, I want the controller to follow the mesh it deforms (can be via sticking it to the closest face/vertex) and somehow consolidate for those transforms. It all goes fine with translations,

but rotations are starting to go sideways.

Another issue I'm having is that my control object leaves it's pivot behind. I'm setting it's transforms using geo nodes/transform geo, so not sure what's wring with that.
Here's the node graph for the target object (framed nodes are just a test at the moment, they're not required)-

And the nodes I'm using on the controler object -

edit - I'm guessing since I'm using set position on the target object I'd need to consolidate for the relative position of the specific element(vertex) in the case where I'm getting the control object location from, since that as well might be influenced by said object. Not sure, math is not my strong suit so it's quite a bit of trial end error.
Basically what breaks are rotations, being more noticeable after a certain degree. Low values are alrightish -

Higher values flip like so -

This is just visualizing the issue on an isolated setup. It look like that euler thing when the axis alignment messes things up and people talk about using quaternions instead, I have no clue what I'm talking about though.

This is an issue with dependencies-- you can't deform on the basis of where the empty is, and constrain the empty to the mesh: the empty depends on the mesh which depends on the empty which depends on the mesh...  What you can do is parent both objects to a single control and manipulate that instead.  For what you're showing, you could be doing this with an armature with 2 bones instead of anything complicated.

I don't want to use a separate armature deformer as I would use these type of things on baked alembic caches for shotsculpting purposes. Let's say I get an alembic of a character that's both moving/rotating AND deforming from the anim department. I need to bend the arm a bit more in the y axis via shotsculpt. This is something that's done in production quite frequently, usually with sticky deformers which deform and follow a mesh at the same time.

You should still be able to do it with an armature, but it will require two copies of the mesh, one non-rendering.  The armature should have two bones, for cluster deformer vs no deform.  Constrain the armature object to maintain a given position on one, non-rendering mesh (probably, copy location->damped track->locked track vertex groups.)  Then, you can manipulate the cluster deformer bone to deform the second, rendering copy of the mesh.  Any solution to the problem in Blender is going to involve this kind of indirection-- extra objects-- to read one position while writing to another.

Although you might find a warp modifier setup, "to" empty parented to constrained "from" empty, more intuitive-- similar thing though, there's little difference.

My setup does work with transforms though, I'm just subtracting the double transforms via vector math. The only part where it's not working are rotations. Wouldn't it be possible to just subtract whatever transforms would be doubled from the mesh deformation? I mean I don't mind copying a mesh in the internal node setup, I just don't want to messy it up with armatures since I can't use those with nodes. I'm trying to think of it as not necessarily using the objects set position, but using it as part of the vector math for the transforms.

To be honest I'm not quite sure why it works with translations... I'm more of a visual learner so I'd need to make a setup to see what's going on. The thinking was to consolidate with vector rotate in the end, based on to target object origin and the target vertex vector. Since the rotation works alrightish with small values but weirdly flips when I go 180 degrees, can it be some sort of euler flippy thing, something that people use quaternions for? Or am I down the wrong path and the dependency thing makes it impossible? No clue why translates work though in that case.

Here are 2 videos in case someone is interested, maya's offset parent matrix - https://www.youtube.com/watch?v=JOYMV-bQdlM as well as how these controllers can be used - https://www.youtube.com/watch?v=yR81lKEbmDg Main upside would be something that's fairly easy to create on the fly during production for single use purposes, or on an existing rig.

I'm not sure what your nodes are doing.  I'd need to know what objects they're being called on.  For actual deformation, like you'd have with a mesh cache animation, reading object transforms are not going to cut it (and it's not possible to reverse engineer the full transform of a deforming group of vertices.)  Not going to watch the video, but you can recreate cluster deformers, you just need to use an extra non-rendering object like I've described.  It's not as easy in Blender as it is in Maya, maybe sad, but that's how it is.

Yep, recreating a cluster worked fine. A sticky cluster only partially, so far. Anyhow, thanks for your time, appreciate it.

Here's a simple setup that uses two objects to displace from one to another:

Both can be parented to the object that is deformed by them (they don't depend on the mesh, they depend on the object, so there's no circular dependency):

Great idea using the raycast between the 2 objects! Not sure if it would work with custom painted vert groups? I'd need to play with it further as the deforming object would need to also deform the selection on the target by rotating and scaling.


text:
Is this pc build a good fast low cost blender internal render solution?
I will not use cycles, so I'm using only CPU. so, is this a fast render build on my new PC with windows 64 bit?
Specifications:

AMD razer 7 1700x processor
Asus prime b350-plus motherboard
64 GB RAM memory

Hardware questions are considered off topic here. Try Blender artist forum instead

I'm voting to close this question as off-topic because it is hardware related

Also have in mind that Blender internal render is deprecated and is being phased out. 2.79 should be the last major version including it, 2.8 onwards should no longer include it

ok. sorry, i didnt knew that internal render was going to disscontinue.

I'm not familiar with AMD CPUs (thought they were just graphics), but if you've got 64GB of RAM, chances are your computer is no slouch. I'm using a 2013 MacBook Pro laptop with a 2.3GHz Intel Core i7 (and 16GB of RAM), and it works fine for Cycles. I'd give it a try, and if it doesn't work, no harm done!
Also, you don't need a GPU at all for Cycles, and getting it to work can actually be quite difficult.

ok. im getting 32 gb ram. 64 was too expensive.

I'll bet! (: I've never really had a problem with RAM in Blender, except when working with an absurdly heavy scene where the file on disk was ~500MB.

As for how fast it'll be, that will depend on your scene, of course, as well as how much noise you're willing to put up with. (Using my GPU actually seemed to be slower than using the CPU, but I haven't conducted any sort of decent testing.)

ok. my dad ordered this pc build today to me:

￼
ASUS Prime B350-Plus, Socket-AM4
￼
AMD Ryzen 7 1700X Prosessor
￼
Corsair Hydro Series H60 CPU cooler
￼
Cooler Master G650M, 650W PSU
￼
ZOTAC GeForce GTX 1070 8GB Mini
￼
Crucial Ballistix Sport LT DDR4 32GB
￼
Corsair Carbide 88R Midi Tower Sort
￼
Kingston A400 480GB 2.5" SSD￼
TP-Link Archer T9E AC1900 PCI Express

8GB on a graphics card!? Wow. Spiffy setup! (:


text:
Particle system "shoot at an object"
Thank you for your time reader!
I want a particle system to shoot (laz0rs) at an object (in this scenario a plane / ground).
So far I learned that keyed physics is the way to go.
I got three Objects now:

Ground / target plane (particle system with no physics)
Shooter cube / emitter (same particle system)
Helper cube / (particle system with keyed physics)

But I cant manage to rotate particles toward the "target"
Does someone have an advice for me? :)

To force particles (missiles) to 'point at' their target enroute, simply place a  'Track to'  Constraint  on the particle object from which they are fashioned.

Place the Particle-Object fairly close to the emitter so it will align the particles properly to the target.
When it's all looking ok, this object can be moved to another layer that won't be rendered.
 (it will however continue to control particle direction)
If you don't want particles that are emitted early, having to reverse course, (anim 1) delay the emiiter's starting frame to one where the object is aligned reasonably to the final trajectory. (anim 2)
EDIT: 18th / Aug / 2017
Forgot to mention, it will be necessary to tick the "Rotation" box in the emitter's 'Render' tab.

Almost a solution but the rotation towards velocity is missing (and if I turn it on it gets messed up) - without it looks like this: link

You can use the rotation tool in the particle system. Set this to 'Velocity / Hair'. This way, the particles will always face the direction they are going.

"display"->"point" (+velocity checkbox) looks nice
but with "render"->"object" it looks like this
link

WORKED - i had to turn on "dynamic" checkbox (dont exactly know why) - looks like this now: link

Have again to correct myself:
It still does not work with the two particle systems with one being keyed physics (the velocity arrows look nice there too but the objects are not rotated)


text:
Volume scatter has no shadow on clouds
I am trying to make clouds. I watched "Clouds Tutorial for Blender Cycles - YouTube" but in render result, no shadow on clouds.
The sun strength is 16.000 and I also tried several different strengths and sizes.
Where is the problem?

Im going through same tutorial and have same issue. After couple hours I think I found solution. It has nothing to do with a light. U r using volume material for flat mesh, so the effect is strange. Just add another modifier - SOLIDIFY, and set thickness for about 5 or more. This way u will get simmilar effect as Andrew. I guess the diffrece is Andrew was using older blender version.


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Attaching a skull cap back to the head
I created a skull cap to do particle hair, moved it to a separate layer to edit it, now I need to reattach it to the head.  Any suggestions about how to do this, so it fits?
Tim

One way you could do it is join them together (Cntrl J) and then you can bridge the vertices by bridging edge loops, you could also join them and the line the cap as close as you can to the mesh in edit mode and then remove duplicate vertices. this will reconnect them. If you don't have a whole lot of corners to connect you could always merge vertices one at a time, with alt m. If you want further help on how to perform any of these functions just ask. If you are wondering how to connect them and continue using the particle system, just use the same particle settings on the new mesh but use a vertex group of the scalp for the density slot under vertex groups in particle settings.


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Removing color and leaving the texture
So basically was making a tree For Game (Using Blender game engine) then I got to some point where I have no clue how to work around with (Probably something simple).
Here's an image of the problem I think it'll be quite obvious lol.

So basically, I want the white off and the leaves texture to stay. I tried so many things but nothing has come out of it.
Thank you for the help!

Related https://blender.stackexchange.com/questions/18042/textured-alpha-not-showing-in-the-game-engine


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How can I bake a normal map with smooth, beveled, edges, when the low poly has sharp ~90° edges?
Background
I have been trying to solve a seemingly simple problem with normal map baking in Blender 2.9 since last weekend. I wanted to make sure that I read and researched as much as possible before asking for help, but after reading several articles and even signing up for CG Cookie and watching their normal mapping course, I am still having issues.
The following is a simplified example of the issue I am having, using a simple cube as a demonstration.

Low-Poly Mesh
First, I created a model in Blender.

High-Poly Mesh
I then created a "high-poly" version of the model, with beveled edges and a bit of detail.

Bake One - Distance-Based
I made a first attempt at baking the normal map, using distance.

This gave me incorrect-looking edges, and after reading a few articles and forum posts, I learned that distance-based projection causes the exact same area of the mesh to be baked multiple times onto different adjacent faces

- Common XNormal Baking Errors and How to Solve Them

Bake Two - Cage-Based
Several people suggested using averaged normals to combat the projection issue, which can be achieved in Blender by using a cage-based bake.

This seemed to work slightly better, however, the "true identity" of the cube is clearly visible and there is no way that anyone would even think that it was a smoothly beveled cube.
I thought that maybe the reason why it looks so "cubic" is because of its self-shadowing, however, if you compare the original, non-normalmapped cube, to the end result, the contrast between shadows and highlights is much more prominent, and the edges, therefore, look somewhat sharper than the original!

 - Old version (incorrect node setup)

Update 1
I realised shortly after posting that, embarrassingly, my nodes were hooked up wrong in the node editor (I was missing a Normal Map node).

I re-rendered both examples, thinking that this could be the reason why I was having this issue.

As you can see, they look not only wrong, but actually look worse than before!

 - Old version with updated node setup

Update 2
I changed the Image file color space of Image Texture node from Color to Non-Color Data, as per MrZak's advice and now have much better results.

Now it is just a question of whether or not it is actually possible to get perfectly smooth corners, considering that there is self-shadowing, that make areas of contrasting highlight/shadows still appear slightly sharp close-up.

 - New version with Normal Map node set to Non-Color Data

Is the low poly cube set to 'smooth shading' ?

@BertVdB It was set to flat before the bake and I tried with both flat and smooth after the bake, both with similar results.

Image texture with normal map has to be set to Non-Color Data to make normal map working as expected. Lowpoly object should have smooth shading to avoid double baking of the same face to the normal map (highpoly as well for this reason but yours is already).

@MrZak. That almost fixed the problem and it is nearly correct. The sharpness is now only visible in areas with contrasting shadows and highlights.I'm starting to wonder if it is even possible to get it any smoother, due to the lighting/self-shadowing.

I think you don't understand what a normal map is.  A normal map is simply tweaking the lighting to give the appearance of more geometry than is actually there.  The geometry doesn't change...so you'll never get smooth edges where there aren't any.  You're just bending the light to make it appear smooth.  If you want ACTUAL smooth edges then you either need a Displacement map (that actually moves the edges) or a higher-poly model.  Normal maps will NEVER change the silhouette of an object.

I am doing essentially the same investigation as you and have gotten very similar results.  One thing you didn't address here is that your little tower extrusion gets skewed inward when using the cage method.  Does anyone know why that's happening or how to prevent it?

@Dan That's because the rays in the non-cage version were perpendicular to the surface of the low-poly, whereas with the caged version, the rays are cast from the surface of the low poly to their cage, which is larger. This means that the rays are perpendicular only in the very center of the surface and become angled at 45° on the edges.  This is a downside of using the averaged-normals method. There is probably a way you could fix the issue by doing a first render with the cage method, then rendering a 2nd pass with no cage and the non-problematic geometry deleted.

Two options - either your cube need to be set to smooth shading. Auto smooth must also be enabled in the object properties tab, and a sufficient angle (90, in the case of a cube) must be selected. Here is the result of smooth shading when set up correctly:

OR: You may also be able to use use weighted normals.

Here is an example of a cube with a baked normal map and a weighted normal modifier, without smooth shading. I've found this can result in artifacts though, so I'd suggest the smooth shading method.
Edit: With all this said, you will get much better results if your low poly mesh has at least one bevel segment, instead of 90 degree corners. If you're working on a lower LOD level for an asset, consider saving the fully sharp, non-beveled edge for a distance where minor lighting issues are less noticeable. It will also look smoother if it is lit from multiple angles - and the type of light matters too. A sun light will make the object look much sharper than a point light.