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I can't run the script because I can't find the "Placeholder" node
I am using Blender 3.0.1.
I need to render about 1000 textures on one object. It takes too long to do it by hand, so I decided to use a script and google. Some time later, I found what seems to be the perfect solution: https://blender.stackexchange.com/a/235459/141788
But, either I have the wrong version of Blender or some other error, but I don't have the "Placeholder" node.
As you can see, it is used here: img_node = nodes.get("__PLACEHOLDER__")
Here are the nodes that are currently in the workplace:

I think placeholder is meant to be replaced by you for your specific need

Replace it with "Image Texture" or whatever the name not the label of your image texture is

Thx guys, im so stupid, xd.


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Marble Run - Rigidbody jumping around
I tried to create a simple marble run using tracks build from bezier curves.
But something doesen't seem to work correctly, my marble always jumps around as it hit's the tracks.
https://drive.google.com/file/d/1itpHTFTR-iJt7M6UnC3Un2sz9M4MEuu5/view?usp=sharing

I don't know why but if you simplify your rails topology it will work better: Select an edge ring, go into the Select panel > Checker Deselect, then set the Selected value to 3:

Then again Select > Select Loops > Edge Loops:

And CtrlX to dissolve the edges. Delete the bake, apply the sphere scale, play the animation again, it will work fine.

@TrytoFly Additionally to this solution (where I had the sphere still make some strange bounces further down the rails) I would suggest to lower the value under Rigid Body World > Settings > Substeps Per Frame. In your file it's 250, and although more calculations per frame should lead to better results, sometimes less can be more. I've set it to 25 and it works just fine. But only together with moonboots answer, just lowering the substeps won't be sufficient.

oh ok I didn't see that

Was just an idea... after still getting some bounces I looked into those settings to actually increase the value because I thought it might be too few substeps. But when I saw how high the value was I decided to try the other way and decrease.

You guys are awesome, thank you! I was changing values up and down for hours, this did exactly solve my problem. Although i don't quite understand why it was jumping around so violently.

source: Stack Exchange

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

sort: votes


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Smoke Simulation - "border collision" is not working
I am trying to create some nice sprite sheets from blenders smoke simulation that could be used in game vfx.
But the smoke always fills up the entire smoke domain, the "border collision" should do the trick but regardless what checkmarks i set it does not make a difference.
Is this a bug or am I doing something wrong?
Blender Version: 3.0.1

Example File (Google Drive)

If you don't want to fill domain you have to disable Collisions and/or enable Gas > Dissolve ... If you feel a sim is not updated to your adjustment change +/- 1 Divisions.

The dissolve option does work, although I'd like to compare the outcome to the border collision to see which is better. How can I disable the collision?

Go a head :) It would work almost the same here ... I mentioned that just because enabled collision is like closed box ... so a smoke can't go a way.

To clarify, it does not matter if the check marks are set or unset, the smoke always collides with the box. I just assumed from the documentation they would need to be set for the box to be "open". ^^ --> "Controls which sides of the domain will allow fluid “pass through” the domain, making it disappear without influencing the rest of the simulation, and which sides will deflect fluids"

What make you feel it collides even with "open" all sides? Fact that domain is filled by smoke is just because of really high value of Turbulence effector. If you set strength to zero or delete you can see smoke flows out of domain without collision.

Hmm..  i think you are right... i thought if the domain is "open" the smoke shouldn't stay in there and dissolve after a while...

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


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Why is the scale for extrude faces along normals not the same as the world scale?
I am trying to extrude the exterior edges of an object by exactly 0.5m.
I can do this, but I have select extrude along normals and type 0.125
When I type 0.5 instead, it extrudes by 2m.
Why is it multiplying by 8???

Is your object scale maybe not applied? Does it show Scale 1 for all axis in Object Mode or something else (for example 4)? By the way, it's multiplying with 4.

Yep!  That was it!  Thanks!  (Also math is hard :P)


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Why is my custom hotkey for adding a mirror modifier not working?
I've set up a custom shortcut for adding a mirror modifier in Object Mode. When I try using it, it won't execute. I use ⌘1 for setting a sub surface, and that is applied just fine. Do I have something set up wrong here? I've seen that having Emulate Numpad enabled can mess things up, but I also have that disabled.

Hide Collection has a higher priority, disable it.

That was it! Thanks


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BPY python change input unit from meter to centimeter
When using python bpy I can change the default "view" units to cm:
bpy.context.scene.unit_settings.length_unit = 'CENTIMETERS'

However, all the input is still in meters. For example if I change the camera location to:
cam.location = [0, 0, 5]

Blender thinks it's 5 meters ie 500 centimeters and not 5 centimeters.

How can I change the "bpy" settings to understand I'm using centimeters?

I think it's not possible, you can just use 0.05

Thanks for the input @Karan - looking for a more permanent solution though, as this will get annoying with 100+ objects

Use unit_settings.scale_length link to convert between blender units and dimensions.
import bpy
bpy.context.scene.unit_settings.scale_length = 0.01
bpy.context.scene.unit_settings.length_unit = 'CENTIMETERS'
cam = bpy.context.object
cam.location = [0, 0, 5]


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Add a cube and link it with python
I'm a bit puzzled, I can add a simple light with the code:
light_data = bpy.data.lights.new('light', type='POINT')
light = bpy.data.objects.new('light', light_data)
bpy.context.collection.objects.link(light)

However, I can't create a simple cube. I didn't manege to find documentation so I'm not sure what's correct:
mesh = bpy.data.meshes.new('Basic_Cube')
basic_cube = bpy.data.objects.new("Basic_Cube", mesh)
bpy.context.collection.objects.link(basic_cube)

This creates no simple cube:

I would love your input on this

use bmesh module https://docs.blender.org/api/current/bmesh.ops.html#bmesh.ops.create_cube

import bpy
import bmesh

bm = bmesh.new()
bmesh.ops.create_cube(bm, size=1)

mesh = bpy.data.meshes.new('Basic_Cube')
bm.to_mesh(mesh)
mesh.update()
bm.free()

basic_cube = bpy.data.objects.new("Basic_Cube", mesh)
bpy.context.collection.objects.link(basic_cube)

This site is not a regular forum, answers should be substantial, stand on their own, and thoroughly explain the solution and required steps. One liners and short tips and code only posts rarely make for a good answer. If you can [edit] your post and provide some more details about the procedure and how it works, perhaps add a few images illustrating some steps and final result. See How to write a good answer?.

Let @nammerkage decide whether the answer is helpful or not.


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Custom python scripts in installation only updates when restarting blender
I'm having a lot of fun creating my own python package for blender.
But I have to restart blender every time i edit the packages for it to force reload.
I have searched without luck on how to force update these files. I've tried with from importlib import reload but it doesn't work.
I think it doesn't work because my custom script is installed in the blender installation folder:
Blender Foundation\Blender 2.81\2.81\python\lib\site-packages\myPackage

What can I try instead?

Try bpy.ops.script.reload() in the python console.  Make sure that site packages is in sys.path

Bpy ops reload didn't work - i tried moving the package into the addon folder. Calling the reload() function said my package lacked addon-enabled. Have you tried this error?

Not much to go on here. If your module is named for instance your_module and is imported import your_module  then importlib.reload(your_module) should  reflect changes, same as using imp.reload(your_module)

thanks not sure why it wont work


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Link python array to x-position of element
I have a python array:
x = [0,0.1, 0.5, .... ,45]

The number of elements in the array equals the number of frames in the scene.
Can I link or upload this array to an objects x-position?
I would love to avoid to loop through all frames and assign the position that way. I am new, therefore I am not sure what is best.

You can do it with something like that (the code is commented, so I think it is clear):
import bpy
from mathutils import Vector

scene = bpy.context.scene

# Get the object
obj = bpy.context.object

# Define first frame and frame step
frame = 0
frame_step = 10

# Your x positions array
x_positions = [0,0.1, 0.5, 0.7]

# Loop over positions
for x in x_positions:

    # Set the current frame
    scene.frame_set( frame )

    # Assign the location
    obj.location.x = x

    # Insert a key frame (replaces old one for this data path)
    obj.keyframe_insert( data_path = 'location' )

    # Go to next frame
    frame += frame_step

Works like charm thank you!

or without the scene frame set eg https://blender.stackexchange.com/a/145749/15543


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How to interpret Blenders python tips when hovering
I'm trying to understand the blender tips you get when you hover and object. I think i am misunderstanding something, because I can't use the commands blender are giving me.
For example, I want to change the world background color to white with a blender script.
If i hover the setting I get a python command.  I can also go to the scripting tab and see what python commands blender executes:
bpy.data.node_groups["Shader Nodetree"].nodes["Background"].inputs[0].default_value = (1, 0, 0, 1)

But if i copy that to a python file and execute it with blender it does not work:
KeyError: 'bpy_prop_collection[key]: key "Shader Nodetree" not found'

The command you want is:
bpy.context.scene.world.node_tree.nodes["Background"].inputs["Color"].default_value
This will access the background color of the world in the current scene.
Your command doesn't work, because you're not in the right context. If you're in the scripting workspace and take a look at the bottom left window, you'll see that before bpy.data.node_groups["Shader Nodetree"].nodes["Background"].inputs[0].default_value = (0, 0, 0, 1) is bpy.context.space_data.context = 'WORLD'. In the wrong context it's entirely unclear which node tree you're trying to access. That being said, I don't know why the command in printed as it is, because even in the color picker it would rely on the context passed to the panel and not access data like this (because it wouldn't work either).
The Blender Python API docs are always helpful, as well as CTRL+SPACE in the Python console for possible options.


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python config to disable blend1 files
I'm quite new to blender. But I'm using python only and the bpy module.
It keeps making the backup files blend1 even though I disabled it in the settings (save versions = 0)
Do I need some python magic to disable it as well?
Not sure it it's relevant but I'm using bpy.ops.wm.save_as_mainfile to save to a orignal blend file.

for me the blend1 file doesn't get generated when i set save versions = 0. in blender 3.4

Hi @HarryMcKenzie, are you using bpy as well? Non GUI

yes bpy as well. i noticed blend1 got generated with bpy but then not anymore after setting it to zero in pref


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Normal bake contains blocky colors
When baking, the normal map comes out wrong. I'm using a cage, it is uv unwrapped and there no modifiers on the object. The thing is I have done this process on this object multiple times successfully, so I'm very confused.

could you please share your object or at least a part of it? https://blend-exchange.giantcowfilms.com/

I tried it with a new cage and that solved the problem.

I solved the problem.


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How to control the force of the fluid onto object?
I'm creating a simulation in which flow of water is impacting on an object. problem is it's not impacting the object as strongly as i want it to. The water is just setting on the object and dripping down the sides. I want it to hit like water does to a spoon when it's being washed. Is there any way of controlling the force of the liquid so that it hits the object more strongly, thus creating a big splash?
Ref: https://www.facebook.com/LADbible/videos/every-time-i-wash-a-spoon-in-the-sink/4464864986893990/
sorry if this has already been asked before or it's a dumb question.

Is it just a case of setting the Initial Velocity of the fluid inflow so as to give it more force. It would help if you could edit your question to add images of your current setup and results so far.

I hope this helps you about your enquiry.
I am looking at the ‘Blender Physics - Creating a Splash with Mantaflow’ Youtube video.
I was wondering if the ‘Initial Velocity’ chapter in the video is relevant?
https://www.youtube.com/watch?v=FKm19oozgNs (2024-Dec-07)

Rather than using Geometry or Inflow behaviour and allowing gravity to give the fluid momentum you can set the Initial Velocity of the fluid as it enters the simulation to give the fluid more of a 'punch' as it hits the obstacle. Simply enable Initial Velocity and adjust the Initial X,Y,Z components to give it more push in the required direction.


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Can I use something similar to "Slide Vertices" to create new vertices and edges?
I use Slide Vertices (hotkey Shift-V) to slide multiple vertices along a face. I also use the tool in edge mode to slide edges along a face. Does Blender have a tool that does the same function but leaves the original vertices/edges and also creates new vertices/edges that slide along existing faces?
Here is an example workflow to clarify what I mean:

I select multiple vertices that make up an edge or edges (call these original_verts)
Use some tool/shortcut that I hope exists in Blender
Use mouse to slide the selected edges along adjacent faces
Release mouse, where new vertices/edges will be created on where I released, but original_verts remain in their original positions.

Here is a related question: Duplicate and slide edge (rip from boundary)
I don't think there is a way to do exactly what you want in vanilla blender. But there are a few things you can try depending on what you want to achieve exactly, and what kind of mesh you're working on.

Just for a quick reference, instead of sliding verts with Shift-V, you can do the same more quickly by just pressing GG while your vertices or edges are selected.

The first thing that comes to mind is the Offset Edge Slide tool. Not to be confused with normal Edge Slide. All you have to do is select the vertices you want, and then press CTRL + SHIFT + R. This will slide your new vertices where you want, but as a downside it will do so symmetrically. So you will have to clean up the side that you don't want by just dissolving.

Here's an example video:

Another option that could work how you describe is just a simple extrude. The key is to change the snapping options to edge, and when you are extruding hold CTRL and hover over the desired edge. Once you've completed the extrusion, you will need to merge duplicate vertices by pressing M and selecting "By Distance" since this method will create duplicate geometry.

Example video:

Hope this helps.

Thanks. After testing, using Offset Edge Slide is great if I want to have the new edges to both sides. As in my comment to coyohti, I find it best to first hide the faces that I don't want to get edited. The Extrude method doesn't work in my test when I have more complicated edges because the extrude command follows only one reference edge, and because of this, I got vertices that got created outside of existing edges.

If I understand correctly, you may want to use Rip Fill : Select your edge, put your cursor on the side where you want the duplication to happen and press AltV, then G to slide the new edge along the other edges. It would be better it automatically slide. Also, it looks like it works only on one side in 2.9 for the moment (?).
Another option is to create a new edge with CtrlR then make it slide with GG then press E to make it parallel to the next edge, then F to make it parallel to the opposite edge.

Rip Fill is indeed what I need, and you are right that it can only work on one side for 2.9 (bug?)

Yes, maybe it needs to be reported to Blender developers, if it's not fixed in next Blender version

You can achieve this a variety of ways, depending on the mesh and your ultimate goal. These are methods I would try.
If you need a whole new edge loop you can use CTRL-R, position the yellow loop, LMB, and then you have the option to slide the loop to a position you'd like. LMB again to set position or RMB to just set the loop at the median point.
You can also select a group of vertices or edges, RMB for a context-sensitive menu, and choose "Subdivide". You'll need to position the result verts/edges but that can be done quickly by double-tapping the G key to slide once they are selected.

Thanks. Edge Loop may be the best way for my case, especially if I want the edges to go on one side. Hiding the faces that I don't want to get edited, followed by adding an edge loop, is the quickest and cleanest way to do what I wanted. Cultmethod's suggestion in using Offset Edge Slide is good if I want new edges to go on both sides of the original edges.


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Blender Python Object Transform operations - return values / Thread lock?
I recently stumbled upon the following problem of the data/context object API layer.
If one changes object values which are accessed by the scripting with
D.objects["MyObject"].location[0] = -3

This works mighty fine. The object moves to -3. If one has a big, heavy object, the transformation is - understandably - delayed. However, if I want to perform another operation which is dependent on the new location, i don't get any access to a return value.
I tried with the bpy.ops.transform API layer but that does only work when the cursor is in the right window. I tried overriding the Execution Context, as in https://blender.stackexchange.com/a/6105/107059
The bpy.ops' return value {'FINISHED'} is something that comes in very handy. I need a functionality similar to this with the objects.location attributes (NOT calling any bpy.ops stuff...)
Is there any way to check if a direct transformation is finished or is this impossible?
I tried something along the lines of:
old_loc = D.objects["MyObject"].location[0]
D.objects["MyObject"].location[0] = -3
while old_loc == D.objects["MyObject"].location[0]:
    pass
do_another_transform()

But that will result in an endless loop. Also updating the view before performing the new transformation did not do anything. I basically need a thread-lock for the function.
Thanks for any hint or help in advance


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Combining two different material in to one in node editor
I liked to combine two different materials in to one material in nodes, so that
I could create mountain like structures.
I try to use the noise as the base of the mountain structure, and add a different snow like material to the top of the hills where the normal height is high in the noise texture.
How do I combine two different material on top of each other, so that the height decides what material is used?

https://blender.stackexchange.com/questions/77274/how-to-blendgradient-effect-two-different-3d-materials-in-cycles-blender and https://blender.stackexchange.com/questions/124635/color-a-surface-according-to-its-slope

For combining to materials use a Mix Shader Node using the Factor to determine which materials is shown. You can use the a Mapping Node with a Separate XYZ and then use the Z as the Factor.

For your mountain example, you can use position attribute in geometry input node as a factor for high in Mix Shader or MixRGB (depend on using shader or using  texture).
In the other way, you can use weight paint for highlighting the area you want, and then use Layer Weight node as a factor.

There are multiple ways to combine two different materials into one. As well as mixing them together from some controled factor.
To combine, the easies way is to select some nodes and paste them where you want them, using ⎈ CtrlC and ⎈ CtrlV.
But if your materials are quite complex individually, this might just create a result too messy to work with.
So, the second solution would be to create node groups out of your original materials (select all but the material ouptut node and press ⎈ CtrlG, manage thee goup node's inputs and ouptus). Then in a new material, you will be abble to find these nodegroup inside the Add node menu → Group → your node group.
As for mixing shaders, you have the Add Shader and Mix Shader.


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How to tile textures in Cycles?
I just recently got into the nodes system, my knowledge on the subject is limited.
I can't seem to find out how to tile textures using my current node setup, because it doesn't tile the them on its own.
I know that I could be using a Vector Mapping node, but the way I'm modeling this requires that I texture each part of the building individually.
If I use a Vector Mapping node, I'll have to manually adjust each individual part myself.
The nodes I'm currently using

The problem that I'm having is that if I use the same nodes for a mesh with different dimensions they get stretched.

I want to avoid the need of using Vector Mapping nodes and just give it the ability to tile the texture so that it goes over a mesh of any size without stretching.

The concept you are missing is UV texture coordinates.
Normally you would have to Unwrap your mesh and build a UV Map, but that is not always desirable or practical, and for most simple cases automatic texture coordinates will suffice.
If you plan to animate your object with deformations (rigging, armatures, shape keys etc.), or wish to export your model elsewhere (say a game engine or external application) you have to unwrap. Procedural or "generated" texture coordinates are created by the engine at render time and can't really be exported.
Otherwise, for that you have to use an Input > Texture Coordinates node, you can use either Generated texture coordinates output or the Object type coordinates.

Generated Coordinates will apply exactly 1x1 tiles of texture per object and stretch along with the object dimensions even if you change it's size (similar to the behavior you are currently getting in your images).

Object Coordinates will use the object's local coordinates for repeating your texture across the surface, exactly one tile per Blender unit (measured in object local coordinates), if the object grows in Edit Mode, more patterns tiles show up without stretching or distortion. If you scale it in Object Mode you will affect its local coordinates, and textures will stretch with it.

For both cases use the Vector > Vector Mapping node to adjust texture size or repetition of the pattern on top of the default value.
By default without any texture coordinate input in your node setup Blender falls back to UV Coordinates for any image based textures, and Generated for procedural textures, but the Vector Mapping node alone is inert on it's own and won't have any visible effect on textures (it may even make textures disappear). You will have to explicitly feed it some base coordinates to work with.

This is how the Vector Mapping node should work for all XYZ axis. Make sure your texture is set to Box projection method.

Have in mind that scaling the object in Object Mode without applying the scale will also stretch object space coordinates and thus textures along with it. To counter that you may use an Vector > Vector Transform node from Object to World to convert between coordinate systems.

The Vector Transform node converts between coordinate systems, if your object is scaled non uniformly in Z axis the it's texture space will also be stretched, in that case you need to convert the texture space from Local to global space so it transforms from Object Coordinates to World Coordinate system.
This will have other side effects like the texture being "pinned" to world coordinates and remain static in relation to scene, appearing to "slide across" moving objects like a projector.

I'm in the same boat I was in before because this was exactly what I tried earlier and I'm still in search of a way to apply it without having the Z axis stretched to the moon. Even if I do the same exact node system, every value I edit that is supposed to allow more tiles in the texture does not do anything, and only leaves stretched textures, leaving me irritated every time.

The photo you attached makes no sense to me because I have replicated it exactly (After trying the same thing two days ago) and it does not turn out the same way. There is a single texture on the top in a corner, and the rest is stretched beyond comprehension. In your image, you have a neat, tiling of the textures whereas mine shares no likeness.

Is your object scale applied and 1 unit  in every axis? If your object is scaled, textures will invariably stretch with it. In that case you will have to add a Vector Transform node to your node tree to transform the coordinates from the stretched local space to world space as stated in the answer above.

My current predicament is that I have mapping nodes working fine and I can edit the X and Y axes of the texture to make it look however I want. But the Z axis is completely unresponsive no matter what values I change. I also can't seem to figure out the Vector Transform node.

Updated the answer above, the Vector Mapping node should affect all axis, make sure your texture is set to Box mapping. The vector transform node converts between coordinate systems. You will need that if your object is not uniformly scaled

I appreciate the clarification, I apologize for not following up on this question as I hadn't found time to put this new knowledge into action. Thank you for the answer, and I will mark your original response as the solution to my question.

authors: Игнат Прибылов

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


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File browser in Blender is very slow
I work with windows 10 pro. From Blender version 2.76 and also in later (also 2.78c) is the opening of file browser very long. A workflow is not possible.
Is a solution to the problem known?

See my answer here http://blender.stackexchange.com/questions/49201/blender-hangs-for-a-minute/49209#49209

The problem is solved. A dvd drive was faulty. After deactivating the drive, Blender 2.78c now runs smoothly. For this idea, I thank Duarte Farrajota Ramos,

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


text:
How to improve Cycles Render times on a model Space Craft?
I am using Cycles Render to light and animate my model. I'm using a single light source (to represent the Sun) the model just rotates and moves towards the camera.
I know rendering is not fast but I am not looking for photorealistic results just something similar to the photo below. Preview renders are very fast and the quality appears to be acceptable, I would like to know how I can tweak a final render to push frames out to a similar speed as the preview renders (with little noise).
Currently, final renders are taking on average 6-8 minutes per frame, this isn't exactly terrible but I would like them to render as fast as previews which take around 30-40 seconds. I am using GPU Compute to render and my system is as follows:
Intel i7 4 core 6700K - 32gb Corsair Ram - Nvidia GTX 1060 6gb GPU - SSD for OS and SSD for programs - Windows 10 Pro -
Any advice would be great!

Have you considered using the OpenGL render instead or perhaps Blender Internal Render? For something this simple with one light source mostly direct light only it might be enough and sure as hell a whole lot faster.

I've tried that but it's not really good enough and doesn't look close to the cycles render

When using the GPU, blender actually renders fast with larger tile size:
There is an addon called auto tile size that will configure this for you. (It can be found in File > User Pref > Add-ons > Auto Tile Size ). If you would rather tweak it manually you can find the tile size in the performance section in the render tab.
Another thing you can do is turn down the bounces and turn off caustics. (These are found in the light path section in the render tab). I would turn down light bounces a lot especially because there is only one light source.
Happy Rendering!
Sources: BlenderGuru

Thanks, but I'm not able to find or get a download for the auto tile size add-on?

It's not a download, it comes with blender. All you got to do is enable is in the settings.

Excellent information thanks, auto tile size seems to have improve the times a little bit thanks!


text:
How to keep texture size whatever the size of the object?
First post here.
I want to create characters made of different meshes. Those objects will have different material (color, specular…) but I want them to have the same texture, like a plastic grain. So I added a grain bump to each of my materials.
But Blender scales up and down the texture size depending on the size of the objects.
My wish is that all objects have the same scale.
Is there a way to create my matrial for each object without any texture, and then add a second material to all my objects at once, like a Photoshop grain overlay ?

Have you tried a Mapping node before the Image Texture node and adjusting the Scale for the different objects?

Have you applied scale to all of your objects (Ctrl+A > Scale)? Also, try using "Object" Texture Coordinates instead of "Generated" (default).

Thanks @Blunder & Christopher Bennett, but I'm new to this forum AND also to Blender !
Here are my shading nodes, where do I have to put Image texture or Texture coordinate nodes ? (I'm not used to that nodes stuff…)
CLICK HERE

You need to give each object the same texel density. This defines how much area of the image is mapped onto the 3D object.
A Checker Texture can give you a good visual impression of this. Make sure that for all your objects the Scale is applied to them (Ctrl+A, Scale in Object mode).
UV maps help to minimize distortion and stretching. It gives you the most control. In the UV Editor workspace you can unwrap your objects.
To change the scale of the textures, add Mapping and a Texture Coordinate node in the Shader Editor. Connect the UV output (or try Generated or Object) of the Texture Coordinate node to the Mapping node. Then adjust the Scale values in the Mapping node. I've used 1.3 for the torus, 2.3 for the sphere, and 1.0 for the cube. But the values depend on the UV map layout and the model.
Alternatively, you can scale the UV islands (S) in the UV Editor (top left in the screenshot).
The goal is to have all squares of the checker texture almost the same size with a minimized amount of distortion and stretching. Then the grain textures will have the same scale, too.

For the bumps I've used a Texture Image node with an image. You can use here the Voronoi node as you did. When you're happy with the scale of the grain texture just remove the Checker Texture nodes.


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Blender 3 video editing can't cut from start
I am attempting to remove a few minutes from a beginning of a video. I am doing it the most primitive straightforward way, as found in all the tutorials, etc.
Is this a bug or am I doing something terribly wrong.

Drop video to timeline
Navigate to e.g. 70 seconds from start
Split (k)
Delete clip before split
Playback - set start
Navigate to e.g. 120 seconds after start, playback - set end

Now, "first frame of playback and rendering range" reads e.g. 2060 (not exact) last one 3450 (not exact)
In render properties, Frame Range reads same numbers.
Playback preview plays stuff from the correct start/end.
BUT, for some reason and very frustrating, when I render this, my rendered video starts from the original beginning. To add insult to the injury, audio of the resulting render is correctly starting from the cut.
What's going on?
Blender version: 3.0.1

Can you add a screenshot of the sequencer after all operations? I am not familiar with the operator “Playback - Set Start.”

try using SHIFT-K for split

It sounds like you have only Preview Range ... check "stopwatch" icon on right side of Timeline's Editor header.
When enabled it is temporarily set for preview not render.

Confirming that cutting a new start works as you intend in 3.1.
I dropped a video into the timeline. Navigated into the clip. Split, deleted before split.

Set new range for Preview and for Render. Playback and render output both have new start.
I used View ... Range ... Set Frame Range to Strips.The same will work from Frame Range. vklidu's answer about Preview is also correct for multiple Blender versions.

You want to enable the K key for splitting strips?
Go to Marker > Add Marker, and you're good to go!


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how to rotate one object about another object's edge?
observe the image

the panel mesh are supposed to flip up along the red line but the line is not aligned to the grid. how does one change the orientation of the gizmo?

Go to edit mode, select the edge and then add plus icon in transform orientation popover:

Then you can use it to rotate the panel:

If you want to use it in animation, you have to align the orientation of object to this custom orientation. To do this, enable transform only origin:

Then Object → Transform → Align to Transform Orientation

After this, disable transform only origin back.
If you do this correct, you will be able to rotate the object using local coordinates:


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I cant see my bones in, parent-child of option
I want to set the target to my hands for magazine and then select the Main bone as a bone. But no I cant see any of the bones in that option
... Any kind of help will be appreciated

the bone called "Main" must not be part of the armature called "Hands"

So, what should I do?
Edit: Thats a stupid question I know... Im just trying to do a reload animation. If something happens I'll let you know if you want to help me and stuff. Have a nice day! Thank you!

in the first field, called Target, you need to choose the name of the armature that contains the bone that you want to make parent. In the second field, called Bone, you need to choose the bone itself, the one that you want to make parent. If Main is not part of the armature called Hands, Blender can't find it... so I guess Main is not part of Hands.


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How not to color the inner circle?
I am planning to draw a donut, but when I colored it, the inner circle is also colored.


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Why object does not snap?
Below is my setting but the building won't snap on the face of the ground.

Just a thought - Snapping can be counter-intuitive sometimes.... make sure you're placing the mouse cursor over the desired face when you move your object instead of trying to place the two faces together, if that makes any sense. It might look like you're dragging the midpoint of your object towards the desired face, but once your mouse hits it, it should snap and look properly "stacked".

This should work.. strangely, the behaviour of Snap with these settings is view-dependent. In the orthogonal view parallel to the surface there's an ambiguity in 'Closest' that the system can't handle.  The snap is fine if you view from an angle, and just to make sure, constrain the move, too.. say... GZ

while Im not 100% sure what it is, I can help you figure out some things. First, try adding in a cube and a plane. This will let you see if the cube will snap to the face of the plane. If not, try restarting blender or updating it. You can also try some of the other snap features. As well as trying them in edit mode. Hope this helps!


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How do I create array of objects of alternating color?
I want to create a chain that alternates between two colors every x chain link.
This is what I want to model:

The best I could do was use the wave texture node, but then I get chain links that are half orange half black:

Of course, I could just apply the array modifier and change the texture of every x set of chain links, but I want to have the option of later varying the chain length.
Thanks!

Array modifier has a UV offset option. If you shift each instance by one in U in the modifier:

then, you can use this information in the shader:

In this example, the step value is 5.
We divide X from the UV by five, take the floor of the division then modulo it by two to alternate the colors.
So that:

Thanks to all who posted their solution. But now I am facing a new problem. I hadn't UV unwrapped my object before. Now after applying all modifiers and then UV unwrapping, the whole chain turns orange.
Can someone explain what went wrong? I am using lemon's methond, btw.

Hi, all methods are nearly the same and all are based on the array modifier "Offset U" option. So, simply, none of them will work if you did not use this option before applying the modifier.

I like both of the above answers, but I think, (so long as you can trust the user to put integers into the input variables,) because UV's can exceed the 0-1 range, the tree can be simplified:

If you wanted it to be more goof-proof, you could Floor the inputs.

That's awesome. Plain and simple.

Well... was about to edit following my comment below @Joonas answer... but you were faster,

Sorry, @clutch, I can't count the number of times you've beaten me :)

mmm... how is it possible that @ clutch pings me here? have @batFINGER and yourself brided our moderator to make that possible??

simply awesome!

I really liked Lemon's answer but I also like a little more control.

This note network is more complicated but it also gives you more control. There are two value nodes you can change. You can change how often the color changes and if another color stays on for longer. Also remember to change the Array modifier UV Offset to 1 for U.

+1 for the idea. But if I understand well, this is a way to have a distinct links amount per color? If yes, this can be much more simple node setting.

@lemon Yeah. My idea was to have chains output integer values and continue from there with a sine wave. That was quite unnecessary as mr. Betts demonstrated.

We should definitely have animated chains out in the real world!

@Thomas Weller Definitely. That would be so cool.


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Toggle Panel on/off without unregistering class
I'm trying to add a boolean to my addon preferences menu that when toggled will remove the selected panel. Unfortunately I have no idea how to do this without registering/unregistering which doesn't work once unregistered. Any ideas?
    if bpy.context.scene.hideCryptoBool == True:
        bpy.utils.unregister_class(bpy.types.DARROW_PT_cryptoPanel)

    if bpy.context.scene.hideCryptoBool == False:
        bpy.utils.register_class(bpy.types.DARROW_PT_cryptoPanel)

    return {'FINISHED'}

Test bpy.context.scene.hideCryptoBool in the panel's poll?

Re registering class see https://blender.stackexchange.com/questions/202889/unregistering-panels-in-python  and import  DARROW_PT_cryptoPanel from module where it is defined.

could you explain what exactly poll is, and how its useful?


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"Etching" onto a cube
Probably an elementary question, but could anyone give me a step-by-step method of taking a 2D map (representing carvings)and then "etching" or "engraving" the 2D picture onto the cube faces? Not just a simple map-wrap, but actually making it textured/bumped into the cube surface? Thank you!

Steps for creating the below image:

take the default cube
add a subdivision surface modifier set to simple, with 7 levels
add a displacement modifier and choose your image texture, adjust strength so it doesnt displace it too much.

The actual engraving gets done with the displace, where you select Image Texture, and then use whatever image you want. However, displacement acts only on the existing geometry, so you need to make sure your mesh has enough detail to apply the texture to. To solve this, I have a subdivision surface set to simple (so it doesnt change the geometry) added before the displace:

I hope this is what you're looking for.


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How to fix polygons occupying the same space
I'm very new to Blender, coming from Lightwave and Modo. I have a hard time solving an issue, that I came across several times. It's multiple faces created in the same space and sharing vertex. I can't even select them as you will see in the video. And even then, how can i solve the problem.
Here is the video showing the issue:
https://youtu.be/K7_GI7R9Sn0
Thank you very much.

the video is tagged as private.

Sorry, It's fixed now!

If I understood well your problem, just select all vertices pressing A, then select "Mesh" -> "Merge" -> "By Distance" as in the image.

If you need you can then adjust the threshold in the redo panel.

I've done that before posting but obviously I handled the tool badly because It seems to work fine now. Problem solved, yes. Merging also gets rid of double faces.
Thank you!

You're welcome!


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UV Unwrap not working in Blender 2.9x
As a newbie in Blender, (I'm a lightwave and Modo 3d user) I'm probably just beginning posting questions here, I hope I won't bother you too much.
So, I'm trying to unwrap some sort of a low poly dinosaur, I followed some tutorials but It doesn't work for me.  See the video:
https://youtu.be/2YmFlE3n9OQ
Thank you!

I can't see in your videos if you mark your seams. watch thiis https://youtu.be/Y7M-B6xnaEM?t=199 and see if that helps, if not, you could share your blend file to take a look at it

Hello :). You're in Image Editor - you need to use the UV editor to see your UV map :).

You are currently in Image editor which is kinda similar to uv editor but isn't the same thing see on the top below title bar you see some workspaces , like layout , modelling , there is one workspace known as uv editing , there if you have a look at your uv's , you will realize that they are already there but you were looking for them somewhere else

Oh, no way!!! That's the image editor, ok. Opening the UV layout, I didn't expect to get an image grid instead of the uv grid by default, thank you guys!

you can click the tick mark below the question voting to declare this awnsere as corrects to help people in future to anticipate what worked for you


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Passing material with python - error Function.material expected a Material type, not Material
I'm trying to make a material class in Python. I want to assign it to a custom text class.
I have a code, which makes a text object, and if no material is assigned it just makes a black material.
But, I would love to make the same black material and assign it by passing it into the Text class. However, this does not work.
I know my code looks silly with the dataclass and KW_ONLY, but this is my stripped down version of the code:
import bpy
from dataclasses import dataclass, KW_ONLY

@dataclass
class Material:
    def __post_init__(self):
        self.material = bpy.data.materials.new(name="Black")
        self.material.diffuse_color = (0,0,0,1)

@dataclass
class Text():
    _: KW_ONLY
    material: None = field(default=None)

    def __post_init__(self):
        font_curve = bpy.data.curves.new(
            type="FONT",
            name="Font Curve")
        self.obj = bpy.data.objects.new(
            name="Font Object",
            object_data=font_curve
        )
        # add to scene
        bpy.context.scene.collection.objects.link(self.obj)

        # material
        if self.material == None:
            mat = bpy.data.materials.new(name="Black")
            mat.diffuse_color = (0,0,0,1)
            self.obj.data.materials.append(mat)
        else:
            # PASSING MATERIAL OBJECT, DOES NOT WORK
            self.obj.data.materials.append(self.material)

Text() #works

# Let's pass a material
mat1 = Material() #works
Text(material = mat1) #fails

Hello, you should use the properties defined in bpy.props to hold pointers to object. The python API is just a bridge to the actual data, and the pointer adresses may change without a warning, when you save / load, undo / redo, etc. Some objects will give a different pointer adresss everytime you try to fetch them. So I think your solution is bound to experience a lot of bugs due to serialization problems

Thanks @Gorgious, do you mind giving an example? Should I just put self.objin my_pointer = PointerProperty(name="My Pointer", type=self.object) ?

You need to use bpy.types.PropertyGroup as a base class and define bpy.props.PointerProperty members inside it

Found out why!
to get the bpy.obj from the Material class, I need to select:
self.obj.data.materials.append(self.material.material)...


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Is it possible to lock one UV island and scale other (same) to be the same size as the locked one?
I have tried pinning the big island and Ctrl + A (averaging both of the islands), but that scales both of them down (making them the same size). I want the big one to not change its size and only the small one to scale up to match the big one. I hope it makes sense.
Thanks,

Hello :). There's a Texel density addon, that could work very well for this

Snapping

Or if they are the same size - by using the Texel Density Checker Addon https://gumroad.com/l/CEIOR

thank you very much, you saved me a lot of time!


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How can i make my particles spin/rotate?
The particles on the text/mesh for my app game are based on the large star pictured which has spinning animation data. I thought if i based the particles on this they would inherit the spinning animation. Any help i would appreciate as think this would be a nice touch on the game. Thanks.


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How would one paint a narrow circle around the edge of a circular object in blender
I need to paint a circular border onto an object in Blender 2.83. After playing with the vertex paint, I have not been able to figure this out. This should be simple, but so far have not had much success.

Could you explain a little more what you mean by a circular border?

Consider to mark any answer as accepted (you can change it any time), so others can see it  from main list and system is not pocking Q seqeuntly on top. https://blender.stackexchange.com/tour Thank you to keep site organnized.

In general, it doesnt sound as useful to draw narrow circle in Vertex Paint. For such result you would need a lot of vertices or very specific vertices for this purpose. It would be better if you can closer describe what is your goal. Maybe you dont need to use a Vertex Paint for it.

Narrow circle you can achive by many ways ...
version 01 Material

create specific geometry and assign one material to object and create another one assigned to specific faces.

version 02 Texture

create material with Image texture

version 03 Vertex Paint

I dont know if there is a specific tool for it (Sculpt mode had some paint from curve). One way that lays on vertices position as well - you can create a Vertex Group by assigning vertices to a group ... (here displayed in Weight Paint mode)

... switch to Vertex Paint mode and use Vertex Color from Weight operator.

version 04 Paint Editor

in Image editor in 2.91 go to side panel (N) Tool - Stroke - Stroke Method - Curve, add a new and with Ctrl manually create a circle shape from curve, than press Draw

Thanks for the input. I finally abandoned the paint functions and created additional loops to define the width of the circular border and then assigned the material. It worked, but being new to Blender it seemed that the paint function made more sense, but gave up on it. Really didn't know how to work on a created circular shape in that program, but played with it for a good while with no success.

No problem :) Great if it helped.

Just another option to add to  @vklidu's list: if you toggle from Vertex Paint to Edit mode, you can make a face or vertex selection to use as a mask for painting.(The header icons bottom-center in the Paint-Mode pictures)

A face-mask masks face-corner vertices, including only the face-corners which  belong to faces in the selection.

A vertex-mask includes all face-corners under the selected vertices:

ShiftK quickly fills the masked area with the active color, although I can't for the life of me find that shortcut in any of the menus.

The gif shows:

Switching into Face-Mask mode in Vertex Paint
Tabbing into Edit Mode from Vertex Paint
Making a selection of faces
Tabbing back into Vertex Paint, and hitting ShiftK to fill... ( this could have been painting, if you preferred)
Switching back out of Face-Mask mode

Hi @vklidu.. see edit.. does that help?

Here are a couple images.


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Odd finish appearing on object
Perhaps it was too complicated for some the first time asking about this issue. I created a cup following a tutorial and it has a glass finish. It renders as a glass finish, however when viewing it material preview mode it has an odd finish. Does anyone know why this is happening?

Material preview mode uses a hidden HDRI to provide fast reflections and lighting for your object.

Please don't post the same question more than once. See What should I do if no one answers my question?

Is the question to complicated for this forum? Why do you keep deleting it before answered?

Hello :). You need to make your glass transparent in Eevee: My glass material isn't transparent in Eevee


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Redish weapon wood [eevee]
I am making an rpg-7, but can't get the wood material right
This is what i want:

This is what i was able to make:

Node setup:

How can i improve, and also add this shiny look to it

it looks pretty good so far.  If you want it to look exactly like the image, you could increase the color brightness, and turn down the roughness for a better result

Hello :). Here on Blendernation are some free wood shaders for inspiration

You could begin with this setup, a Noise plugged into a ColorRamp, glossiness, and a bit of Bump:


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Problems with Cloth stimulation baking
I have a 680 frames long animation, I started to bake my cloth object but after 32% point cache the baking stops, I repeated the bake several times with different qualities but it always stops on 32%(on blender 2.90)
How can i bake the stimulation to 680 frames?

Have you checked your bake cache frame range?  Usually it stops at 250 frames by default.  Enter the 'end' frame as 680.

I have done that

The stimulation now works, actually I found that the motion of the collider mesh was very complex at those set of frames which made it really slow it took around 3 hours to 35% from 32%


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Can't save keyframes
When I press "I" and select "LocRotScale" function it doesn't save the keyframe.

You've selected Bone.009 but it's locked as we see in the left panel. Maybe you've locked this track by accident, for example with the shortcut Tab.

Thank you <3 :*

you must have locked this track by accident, for example with the shortcut Tab  ;)


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A mesh gets distorted for no clear reason
I'm actually a novice in Blender so this may be disgustingly easy to solve - but here's the problem. I'm trying to combine two XPS models, put some meshes from model one to model two and... Got this weird distortion in attempt to pose it. I know that I 'moved' the bone instead of 'rotating' it, but the main problem is these two sections of the model's leg which just won't move after their respective bone. How do I apply the working leg's behavior to the problematic leg?

you probably need to correct this in Weight Paint mode

@moonboots Gonna try it, thank you! But is there anything like the classic 'eyedropper' tool in blender? Or probably a possibility to copy the weights from one mesh to another?

what do you mean exactly? Not in Weight Paint mode, but you can get the exact weight of a vertex in the N panel if that's what you want?

@moonboots welp, what I want is get rid of the distortion :D I tried to 'transfer weights' but this made the distorted leg completely straight and irresponsive to the bone at all. I opened the N tab and all the settings are the same there. Can't find any mentions of weights there though.

so you've used the Data Trasfer modifier? It should work... Anyway the quickest way is to switch to Weight Paint mode, but maybe before that go in Edit mode, select this part of you mesh, then in the Properties panel > Object Data > Vertex Groups, on the dropdown menu on the right of the list (down arrow), click on Remove From All Groups, so that these vertices are not affected by any bones

Welp, at the end of the day nothing changed :(

I also tried the 'data transfer' thing, just moved all working leg's properties to the broken one - and it changed nothing.

Also tried painting the weights myself. The leg's all red but doesn't reach the place where it has to be.

maybe share your file: https://blend-exchange.giantcowfilms.com/

Done https://blend-exchange.giantcowfilms.com/b/O21Z1XXM/
Thank you!

In the Properties panel > Object Data > Skeleton > Skeleton > Layers, you have bones on the second layer that weight on your mesh, what are they supposed to do?

I don't know, honestly. I suppose this could happen after merging two armatures together but I'm not sure.

Well, you also need to check the weight that thay have on your mesh, actually your problem is just a problem of weight, you need to display this second layer, switch your mesh to Weight Paint mode and check these bones as well

Also understand what these bones are for

Tell you what, this layer is actually a whole other armature consisting of 'unused' bones which kept getting in my way while I was messing around with, hm, 'used' bones. I got rid of it as well as the redundant layers and- - the leg is still misbehaving :c


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Mesh partially deforms while posing
So yeah, here's the deal. I decided to combine two models, joined both armatures properly, yadda yadda yadda - but the second model's legs (I joined them around the first armature) just go haywire. Pic 1 - thigh is 90 degrees, knee is 90. Pic 2 - pelvis is also moved. Basically, the legs PARTIALLY don't react to the armature. The funnier thing is that I tried to paint the weights and they still didn't completely move the legs where they belong. I also tried to copy properties from the source model for the legs - still no result. What can I do?

joined both armatures properly, yadda yadda yadda

Well... From the looks of it, "properly" isn't the word if they were functional before you joined them.
Check the weight in that area, make sure they are correctly assigned. That means:

In weight pain mode, ⇧ Shift RMB that area and see the list of assigned weights. Make sure each of these weight make sense and are needed.
Each vertex must be assigned at least once somewhere, and the total of weight per vertex must not exceed 1.0. You can check that by selecting a vertex in edit mode and look at the wieghts list in the sidebar.

Thank you for the answer. "Properly" indeed isn't the word at the end of the day. I've checked the vertex groups, they're the same between the models, even copying them from source to target didn't do the trick. This time I manually assigned the whole leg to the 'thigh' bone and got this (link below). So there's some progress but still not enough. Do you have any ideas?
https://sun9-52.userapi.com/impg/Oz6r2H1dS-ji5GcmGTg11tVDsZmhGSpBUzs2zw/EdPVEaDe09o.jpg?size=1920x1080&quality=96&sign=d4284031c4a7e426cc7e0fec208d22ed&type=album

it's not just a matter of assigning vertex, it's also making sure you don't assign them "too much" so to speak. Also make sure the bones and vertex groups names are the same, that's how they are linked.

I copied all the properties from the original legs to the copied ones, including vertex group and everything the ctrl+C menu could offer me. The legs still didn't move as much as I wanted them. The thing is, I tried to add more weight on 'ctr' bones and it moved the leg closer to where it belongs - but still not 100%.

It doesn't matter that you copied stuff from whatever. The thing is, I tried to add more weight on 'ctr' bones and it moved the leg closer to where it belongs - but still not 100%
This highly suggests the weights are not good and you have to check them as I described. Have you done that yet?


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Objects moving together after creation
I'm VERY new to blender so if I'm making a very obvious mistake, please go easy on me. Pretty much, whenever I create a new object and move it, it moves with another object I previously created. I tried pressing clear parent but it did nothing. Just to clarify, this is when I create a NEW object and I have tried creating it without having a previous object selected in scene collector but to no avail. Any help would mean a lot!

Make sure you don't have Proportional Editing enabled (O key)

Yeah, that seems to have fixed it, Thanks!


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Blender 2.80 displaying weird artifacts in Layout mode but not in Modeling mode
Im new to Blender. I was trying one of the tutorials on youtube when suddenly the objects in viewport started displaying weird artifacts. These artifacts are not visible in modeling or sculpting mode. I have included the image with artifacts. Any help would be appreciated. Thank you.

Hello :). Looks like a too wide clipping distance. This thread could help: Where can the viewport clipping parameters be changed?

Yes your right!!! I changed my clipping angle too 0.01cm. Anything lower than that and it starts to fudge. Thank you.


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How do you transform materials in textures?
I have a normal and ambient occlusion.
How do I combine them into a single texture? If I render them with nodes in material mode then it looks good.
But in texture mode they look incredibly awful. I want to achieve the same looks from materials into texture mode.

You need to bake the texture

@Gorgious What does that mean? if I laready have the normal and ambient occlusion maps then I already baked them? or is there another way to obtain them?

AFAIK you can only view a single texture in texture display mode, so you'll have to bake the combined color + occlusion maps in another map I think

@Gorgious and how does that work?

Just FYI:  when I have baking trouble on a material that looks good while rendering?  I'll hide everything, put a Plane in, put the material on it, put the active camera above it pointing straight down, change the camera from Perspective to Orthographic, and render.  Might need more work in GIMP (or whatever 2D app you like), but often gets the job done.  That having been said, baking is still the way it should be done, Gorgious is right.

If by "texture mode" you mean, solid view with texture as color, combining these will not make it look any better.  You're not going to make your model look good in every possible display configuration-- these displays are not designed to make models look good, not necessarily, but to reveal information to the artist.


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How to attach cloth to line?
So I'm trying to make a string of bunt flags (triangle flags lined in a row).
I can't get the flag to stay attached to the line. I've already tried Hook modifier with Data Transfer modifier, Parenting the flag to line, and even hooking vertex group to an empty obj and parenting the flag to that...It just keeps falling away.
HELP!

have you determined a Pin group?

Are you trying to have simulated flags or just flags on the line?

if you want to make something like this:

you need a mesh line (subdivided). Give it a cloth modifier.
The mesh line should have a pin/vertex group like this:

add two hook modifiers with a vertex group of one vertex each like this:

The hooks "move" the flag with the line, so add them these copy location constraint:

make sure that the hook modifiers of the flag are before the cloth modifier:


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Blender Interference Color node group
Since English is not an official language here in Japan,
so I'm sorry if there are any mistakes involved in the following sentences.
I am a beginner of Blender 3D software.
However, since I'm interested in simulating metal texture lately,
so suddenly I wondered what it is called
that reflects on metalic faces like a rainbow.
After google searches using a few words,
I knew it is called interference color in English.
And after further searches,
I found one blend file that involves a node group
simulating this color phenomenon.
This is the link for it.
Free download:
Thin-film Interference for Cycles (GPU Compatible)
https://www.blendernation.com/2018/01/08/free-download-thin-film-interference-cycles-gpu-compatible/
I unzipped and opened it in Blender.
It showed the node group in shader editor.
I've attatched a image file , and please see it.

In the bottom left section a blank node is inserted, I found.
I thought it seems like a comment sentence
in Programming languages.
And here is my question.
What type of node should I put in?
Any advice is appreciated especially
that is easy to understand for beginners like me.

Hi :). You can connect a Normal map there if you want

Thaks for a quick response. You gave me a hint. I'll search for a way using this keyword. If I post another question, take good care of it.


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Final render gets cropped whenever i change the resolution to something above 1920x1080

I've been trying to resize the render resolution adjusting the format, but when i hit render, the final image gets a large transparent area that is not rendered. As i increase the resolution size, it gets worse.
Any ideas on what i am getting wrong an how to solve this?

pls provide blend file

Do you have a Render Region set? Ctrl+B lets you define a region, Ctrl+Alt+B removes it. Try the 2nd shortcut and render again.

@oaaya Render Region is disabled (you can see it in the screenshot under Format settings). The keywords here are "something above 1920×1080" - it's a tiling problem, see my answer.

Simple as that. My bad, I missed the status bar info.

It's actually a similar problem like this question Render cutting off only that there it seems to be an older file opened in a newer version that kept a smaller tile size. Unfortunately the question is closed for lack of clarity, although all necessary information is given in the screenshot.

Your render hasn't finished yet as you can see in the screenshot. It says "Rendered 0/2 Tiles" so not even the one you can see is finished.
With the implementation of Cycles X the tile size is not gone completely, it is hidden under Render Properties > Performance > Memory. There you have the option Use Tiling, and the default Tile Size is 2048.
This tile size works for the standard 1920 × 1080 render size since no dimension is larger than 2048. But if you try to render images that exceed this pixel size in any dimension, the render gets tiled.
To be clear: you can, but don't really need to change anything, you can simply wait until Blender has finished rendering.


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Moving array modifier object as single object
Can anybody please tell me how to move the array object as a single object. I have a radial array that is rotated using an empty. When I try to move the object it moves the array objects independently around the origin. If I apply them modifier then it is fine, but then I limit future editing. Any ideas as to what I am doing incorrectly. Thank you.

Just parent all to an empty…or another object

Hi Chris. Thanks I tried this and it still moves separately? It seems to be reacting to the empty's origin.

or parent the empty to the object?

ok, pls provide blend file....

Thanks Chris. Not sure if I did the upload correctly. First time trying...

you need to parent "Empty Array Point" as well

Thank you for the super quick help. I am going to need to create multiple empties, one for each layer of the design. It works :)

how to parent all to one empty:
Select your object (which has the array modifier), shift select your empty which is used by the array modifier, and at last shift select your new created empty.
Then press CTRL-P -> Object
If you move that object, all moves perfectly.

result for your file:

your file with new empty:

Or you just parent the empty used for the Array modifier to the object that has the modifier. Then it all works perfectly as well, no need for a second empty.

...or a third in this case, although the first one is irrelevant for the Array setup.

The only thing that is fixed is the Z axis rotation on the "Empty Array Point". If you unlock the axis it works fine. And if you want to change the arrayed object, well than you have to put a new modifier on a different object anyway.

Just see my answer. I think this is how the petal array should work - at least that's how I would try creating a circular array of petals. Sorry if I'm doing it wrong.

Well, can happen. I only wish you would stop saying "try it out yourself" or "I wonder who upvoted your wrong comment?" before you try to comprehend and try it out yourself. And deleting your comments so that nobody sees you're doing that is just cowardly.

You can do it even simpler. First of all, delete the small spherical empty where "Petal2" is parented to. Then select the "Empty Array Point", hold Shift and select "Petal2" as well, then press Ctrl+P > Set Parent to > Object.

Now that you've parented the empty used for the Array modifier to the petal object, you can select the petal object and move it around or rotate it without destroying the array. Since the empty is parented to it, the 45° angle which is used for the array is calculated relative to the parent object.

Now if you want to change the angle of the empty, maybe to increase the number of petals, select the empty, unlock the Z axis, then rotate the empty on the local Z axis by pressing R Z Z. Now you can for example decrease the angle of the empty, making space for more petals so you can increase the Count in the Array modifier. Or instead of using hotkeys you can change the Z rotation by entering the value in the side panel, those values are local space already.

In my opinion, this is the better solution. The other answer requires you to create an extra empty just for moving the arrayed object, whereas this answer enables you to select and move the arrayed object itself, just as you would with any other non-arrayed object.

@SylvesterKruin Yes, that was my intention. But as long as Sebastian is happy with an answer everything's fine. Maybe someone else will find my solution helpful.


text:
Smoothing groups in FBX are always set to 1
I started using the Blender 2.80.75 and when exporting to .FBX with Face/Edge smoothing groups I get all triangles having smoothing group = 1 regardless of the model.

um, I'm not sure what that means :|

The question is a bit brief as it lacks details. Please explain what processes you use after exporting. Do you reimport it to blender or to a game engine? (Basically, how do you know it's triangulated?) This could be important for helping others resolve your problem.

I have created a test mesh with 4 triangles smoothed by pairs (2 smoothing groups). Correct result has to be like that:    LayerElementSmoothing: 0 {
Version: 102
Name: ""
MappingInformationType: "ByPolygon"
ReferenceInformationType: "Direct"
Smoothing: *4 {
a: 8,8,1,1
}
}
but from Blender I got:    LayerElementSmoothing: 0 {
Version: 102
Name: ""
MappingInformationType: "ByPolygon"
ReferenceInformationType: "Direct"
Smoothing: *4 {
a: 1,1,1,1
}
}
Blender export to .OBJ also creates incorrect smoothing groups.


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Deformed model after rigging
I'm new to Blender and 3D modeling altogether.
Right now I'm working on my first fully rigged, low poly character, after rigging and weight-painting I found that my character became somewhat deformed, I have not posed the character in any way. Does anybody know how to solve this?
Normal Character in Edit mode

Deformed Character in object mode

do you have IKs or other constraints?

Have you tried resetting the transform? (Alt+G, Alt+R, Alt+S)
Or have you used X mirror while weight painting? This could cause problems if your mesh is off centre or the geometry is non-symmetrical. Also have you checked your vertex groups? Perhaps you've painted some vertices you shuldn't have during weight painting. Try unassigning vertices from vertex groups where they shouldn't be in edit mode.

maybe share your file: https://blend-exchange.giantcowfilms.com/

@HenrikD Yes I have IK:s, not sure if I need them, but the tutorial I went trough while rigging my character used them.

Disable the IKs and see if that makes the problem disappear. If so, go through the IK settings

Thanks @MarkJackson but resetting doesn't seem to be working and i did not use mirror while weight painting.


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When I create a new object how cna I make it align with my previous
I'm watching a tutorial: https://www.youtube.com/watch?v=qYKQwMc-WdE
and at 4:39 he creates a new object and it's instantly aligned with the barrel!

When you add a cylinder, then add another one, they point the same way along the world axes by default. New objects are added at 3D cursor, so if the 3D cursor is in the same place, and the first cylinder wasn't moved, both cylinders will be in the same location. Did you perhaps change the 3D cursor location between adding objects?

As Acro says, the new object will appear where you put your 3D cursor, if you want your 3D cursor to be at the same place as the first object, select this object and press shift S > Cursor To Selected, then create your new object


text:
Copy Node Set-Up into Notepad or any Text-Editor
When I was exploring Unreal Engine, copying node-setups allows you to paste it into a text editor in a form of I don't know? Scripts? right into notepad so you can paste it later if you needed to while keeping the layout and style as you last saw it so you can paste it anytime later. Does blender support this? or should I enable something? or is there an add-on for this?

Hi. Can you explain your overall goal? Are you just trying to re-use node setups in different files/materials? There may be a better way of doing it than trying to copy them into the text editor if we know what you're trying to do.

The nodes are stored in the materials. You can import materials from other blend files in the File>Append menu.

There are times that I only need certain operations or layout of nodes into my new canvas, exporting and importing the blend file is a tedious task for me, I find it more convenient if I have a folder of text files with naming conventions for specific nodes setups so that I'm not limited to the blend file and jump from different windows instead, It is more like Node-to-Code since its open-source, but not internal integration. I'm just wondering if it's possible.

It's more like saving a chunk of your setup since your node setup is created for certain task but there are chunks in your nodes that common and can be reused later so I don't have to import a blend file delete nodes that I don't need then continue.


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Align vertices with curvature of another object
I am new to Blender, and I'm currently trying to align vertices of one object to the curvature of another object.

I can't use S, then some axis and then 0, since both objects will (in the end) have a circular shape.
Thanks.

have you tried to use a curve modifier?

No, but how would I do it with a curve modifier?

Just use the Shrinkwrap Modifier.
You can read about it in the Blender manual or watch this Youtube tutorial


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Cycles to Eevee conversion shows textures/materials as black
I have this project file that contains some eyes I use for my characters. They look great in cycles, but when I switch to Eevee they go completely black. I didn't make it originally so it's harder for me to diagnose.
Any help would be appreciated. Thanks!
.blend file

Only part of the answer:
Eevee materials that are transparent need some additional material settings turned on; for example, Blend Mode and Shadow Mode need to be set to Alpha Clip/Hashed/Blend (depends on the usage) in order to display transparency, and (I think it was translucency) needs Screen Space Refractions turned on both in the materials tab and the Render Context tab.
I don't quite know why the eye setup is so (unnecessary?) complex; but I noticed that there are a few material nodes that do nothing, like the eyeball texture is completely muted, two Translucent shaders (almost same value) are mixed with each other, and I also don't quite know why the eyeball texture is controlled by the cubic box, but it somehow contributes to the eyes showing up black in Eevee (though setting up my above suggestions partly helps). Someone else might have more knowledge about that, just wanted to note the  basic transparency info.
EDIT: Okay, workaround: I copied the material of the cube and pasted it into the eyeball material (the one that only had a texture node controlling a Mix Shader with a Transparent Shader + nothing) and plugged the output of the last copied shader (Mix Shader) into the empty input of the Mix Shader that has the Transparent Shader connected to (the lower input). Changing the Blend Mode plus activating Screen Space Reflections then did the job for me. You can delete the cube then if it's not needed for anything else. Also, I would recommend turning down the mix value for the eyeball texture in order to have it visible.

Your workaround works great! Thank you for taking the time.

You're welcome! It's always a pleasure to witness another problem being solved.


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Realistic coffe foam
Good day!
Сan anyone help me please?
How can i create realistic coffee foam?
I am new to blender and don’t know much.
Here is my nodes.

I took a 2D cooffee foam texture from google and created a normal map at https://cpetry.github.io/NormalMap-Online/.
But i'm sure that there is an option to create more realistic foam.

https://blender.stackexchange.com/questions/72495/create-a-gradient-effect-like-for-coffee https://blender.stackexchange.com/questions/98861/is-there-a-way-to-make-custom-coffee-foam


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Proportional editing: Unintended vertex is influenced though it is out of the circle
I've recently started practicing blender with tutorials by Belender Guru, and been stuck with Part4 of level1 due to this problem.
When I try to use proportional editing, unintended vertices also move although it's out of the circle of influence (You can see what is happening in the image: the vertex at the right of the circle). I tried what I could think of (changing the size of the circle, turning off and on the snap (When it was off, the same problem occurred.), moving other vertices, etc.. (When I tried putting the unintended vertex beck to the position one by one, another vertex moved!! Although I turned off both snap and proportional editing.))
I am using Blender version 2.83.7. I would like someone to help me. I would appreciate it! Thank you for reading.

Hi, I can see that you have symmetry on X-axis turned on. Maybe it is broken because you moved a vertices while off the symmetry and now it is not symmetrical anymorey but blender tries to find nearest symmetrical vertex.

It seems that I need to try from the first. I will learn about symmetry function and try to appropriately turn it off and on. Thank you for your kindness!! You helped me a lot!


text:
Resize multiple objects at once
I have a specific shape (curve), the height of that must be adjusted to given dimensions, on an exact 1.4-2mm scale. However, its width should also be adjustable. At the moment, there is nothing wrong with this, as I can easily change its size.
However, I divided the curve into 3 parts with defined ratios (e.g., 1: 4: 1). Since I have three separate parts, I can't uniformly resize its height or width to fit the numbers above, but only one by one, not very accurately.

I tried to place the parts as child objects under an empty object, but I couldn't measure the dimensions of the empty object, only its scale, so I think this solution didn't work well for me.
I want to ask for help on how I can scale multiple objects at once with a given value. (E.g select the three objects and set them to the specified height of 1.6 mm, while making the part of the line 7 mm wide)

Parent it to the curve itself, or parent it to some dummy curve with the desired dimensions.

Thank you, it works well.


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Automatic division of a Bezier curve with a given ratios
I use a curve that serves as the cross section of a ring. Since I want to make not only solid coloured rings, but also 2 and 3 color rings, I want to divide the curve. However, I currently do this manually (ratios: 3: 1; 1: 4: 1; 1: 2: 1; etc., taking care of the dimensions). But with different types of cross sections, I would have to create it quite often and in several ways, which is a time consuming process.
E.g The following image shows what I would like to achieve.

So to do this, I want to ask for help on how to speed up creation instead of manual splitting.
Thank you in advance for your help!

Curve Tools addon provides a multi subdivide tool that may help.
Under user preferences make sure Add Curve: Curve Tools addon is enabled.
In the Edit tab of the 3D View side bar there in the Curve Edit panel there is a Multisubdivide button.
It takes as parameters the percentage of curve segment length you want to place cuts at separated by spaces. For your example at $1:3:1$ you'd have five parts with $0.2$ factor so you need two cuts at 0.2 0.8.
Beware this will measure length along the segment curvature, not in a straight line along an orthogonal axis.

Thank you very much for your help, I think it can quite speed up the work.


text:
Wave grooves on (ring) mesh
For straight grooves, I use the Bevel tool, and some simple extruding and scaling operations. However, I also want to place an oblique line on a ring (so seperate the ring into two piece for a 2 coloured ring). Furthermore, not only straight but also wave-shaped grooves as follows. (from the wedding ring front view)

I want to ask for help on how to place an oblique line and wave-shaped grooves on ring.
Thank you in advance for your help!

You could use the Simple Deform/Bend modifier:

Create your curve, use bezier curve if you want, then convert to mesh, use LoopTools > Space to make the space between vertices regular:

Extrude up and down:

Give it the Simple Deform modifier, choose the Bend mode, bend 360° on the Z axis:

Keep a copy somewhere, apply the modifier:

Extrude inwards, merge the vertices by distance, delete the inner faces if you have some:

Bevel the curve, extrude inwards:

Give it a Subidivison Surface, add some edge loops to sharp the edges, etc...

Thank you, it works well.

Here is how I would approach this problem:
1. I start with a ring shape:

2. I create a Bezier Curve with the shape of the curve I want

I give it a bevel radius for thickness, which will correspond to how deep the grove is. I am careful to make the curve seamless on the sides, such that if I arrayed it, the two ends of the curve would fit nicely together (this will be important later).
3. I add a Curve > Circle, and line it up with my ring
We will use this with the curve modifier to curve our groove object around the ring.
4. I convert the Bezier curve to a mesh, and give it 2 modifiers: an Array, and a Curve.
For the curve, select the circle as the target, and the groove mesh will take the shape of a circle around the ring:

Note: this wont work well unless both your curve and circular path are centered at the origin.
Below is an image with the modifiers I use to create the above result:

A couple of notes here: For the array, just play around until you get the right number of repetition so that it wraps all the way around. I also had to decrease the offset distance a little bit to make the copies line up with each other.
Luckily, they dont need to line up perfectly, because the weld modifier at the end fixes up the edges by connecting together the outer sides of each groove object in the array. Play around with the threshold until it is all one smooth mesh. You can see that in the image 2 above, there are gaps in the curve. This was taken before I added the weld, and go away after.
5. Subtract the curve from the ring with a boolean modifier

After scaling the groove to fit the size of the ring, I gave the ring a little more detail first with a subsurf modifier, and then did a boolean set to difference between the two objects. Once you have the boolean set up, you can hide the curve object in the viewport to see the groove.
You may also want to increase the resolution on the curve before you convert it to a mesh, as you can see my groove is a little low-poly.


text:
Blender lags with 40,00,000 faces
Blender lags with 40,00,000 faces in my Laptop with 8 gb ram ryzen 5 4600h cpu , gtx 1650. What must be the reason ? Is it my Ram?

Hello :). 4 million faces by themselves won't fill 8GB RAM. Check your system resources manager, and you'll see what's the bottleneck. Related: Would 1 million faces/vertices be too much for Blender?

400 000 faces is a big number of faces and yes, the RAM may be a problem. But it also depends on the speed of your RAM, so what's your RAM speed and is your notebook humming when you try to move around, or move some vertices in Blender?

if you count the zeros...he wrote 4.000.000 ....but i don't know whether this was a mistake... ;)

Yeah, yeah I thought about it aswell, but 400k is a big number too and 4 000 000 is a even bigger number. I suppose it's going to lag with both numbers of faces I would say.

thanks for the responses guys, I actually meant 4 million and not 400k. In my case blender runs really smooth until the 4 million mark, Then things started to react really slower. By the way I have seen people sculpt in a really high poly count doing much more complex projects

My RAM speed is 3200 MHz and no, there is no humming of sorts in my case but there is a delayed reaction when i sculpt as well as move the vertices in edit mode

Your whole Blender starts lagging or for example you have subdivided object and you start moving some vertices?

yes everything i do gets lagged after i reach that amount of faces

That's really weird that it is starting to lag at 4 mil. vertices.  Probably the last thing I can say is that you can try to reinstall Blender or install a newer version.


text:
My mesh is always transparent, how do i make it solid
My mesh is always transparent like this:

I want to make it solid like this


text:
I want to get this godray effect while in animation. is that possible?
https://www.youtube.com/watch?v=Akb4P71KL0s
In this video, they showing us godray effect using Volumetric Fog. in blender i can`t get only that effect.
I was tested two ways to get that effect.
first way is placing volumetric object and placing light to get that effect but, using this method is causing fog effect, the scene is looks so foggy. i don`t want that, i just want god ray only.
second way is using compositing. there`s sun beams node to achieve that effect however, my current scene is for animation so, animating sunbeams according to match the real sun position is so hard.
is there any way to achieve that effect without any changes in my scene?
If my grammar is weird, I'm sorry I'm not an English speaker.

maybe try this trick with Layer Weight? https://blender.stackexchange.com/questions/227887/how-can-i-make-cone-look-more-like-light

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.

If you want to you can create an object that matches the sun beam roughly, then give the cube volume scatter on a low density


text:
Why do I only get hair rendered without head in EEVEE?
I'm trying to render my head with some hair but I got only hair to show in render result
I need it with transparent background.

https://mega.nz/file/FIQXHYaS#FfvUA3HrU18Cpuqyz-jCxjMmVADXrCAfH-qzGshE-mg

On the Particle Properties tab there is a setting called Render > Show Emitter. You probably turned it off by mistake and since the head is the emitter of the particles, it is not rendered now. Just tick the checkbox and the head will be rendered again.

The setting is useful when you have a so-called haircap. That's a separate mesh with only the hairstyle on it. Usually, you don't want to render it. So, you can turn it off here for render. The same setting is available for the viewport (Viewport > Show Emitter) to hide the emitter in the viewport and only show the particles.


text:
How can I create an L shape with two beveled sides?
I've been trying to get this right but it seems like I get stuck every time.
This is what I'm looking for, but time and time again I've been stumped.

I have to add this boolean difference to it when it's sculpted out:

But when I go to sub surf it, this happens and it becomes very difficult to add loop cuts around them to fix it, actually they don't even show up at all and using the knife tool is too difficult.

Here's a cruder but see through version of the shape I'm looking for.

so where exactly are you having the problem. the not-yet-freshman got it in 3 minutes? I don't see a problem.

The part where I have to translate the drawing into a 3D model on blender!

But... But...you just do it. make the profile and extrude it where it needs to go.

See this question. then modify it to meet your needs.

Lmfaoooo that helps a little, cheers xD

Very nice hand drawings, by the way!

SubSurf doesn't like NGons, you can try to bevel sharp edges but i suggest a clean quad topology if you really need subsurf.

Don't understand the boolean operation in the second picture, because it's not shown in the sketches. Could you elaborate? Why the answers doesn't solve your issue?

I would recommend the following workflow.

Start with a UV sphere.
Delete all but two octants (leave the top right, front and back).
To do this, select the equatorial and meridian edge rings (AltShift RMB) and use the Rip tool (V), then mouse over each octant and use Select Linked (L).
Extrude (E) the bottom ring down to create a long half-capsule ring (upside-down "U").
Extrude the long ring out a bit, then create a face at the boundary with the sphere.
Extrude the top part of what used to be the long ring out a bit more.
Fill remaining holes with faces.
Bevel interior edges, if desired.

Here's a demo (warning: large gif may be slow to load; consider viewing this gfycat video instead).

You mentioned that you wanted to add subsurf.
I would recommend against that, in this case.
Instead, just use a sufficiently high-resolution UV sphere that everything is smooth already, and add a slight bevel to the edges.
(I didn't really do this in my demonstration; you could be more careful.)
See iKlsR's answer to "How can I make sharp geometric 3D models look more realistic?" for more information.


text:
How to animate snow falling in cycles?
In Cycles, I have a simple still life scene with objects resting on the ground, and I would like to animate snow falling onto the landscape and eventually bury the objects.
Semi-new to Blender and open to all suggestions. Is this possible with a particle system emitter? Can I make the 'snowflakes' stop/pile up on the object or ground they hit?
Also, I'm considering using the molecular add-on, which I have never used before and am no expert at physics in general. Please advise.

Does this answer your question? How to make particles fall like snow

You definitely want to use a particle system for the falling snow flakes.
You could use a physics sim of some kind to create the "piling up" effect, but I don't think the result would be worth the sim calculation time. Also snow in real life piles up fairly slowly as far as what the eye can see, it doesn't look like a bucket of sand being poured on the ground.
If it were me I would create some sort of mesh object for the snow cover on the ground, and use shape keys to animate it slowly growing higher. The snow particles could just pass right through it or die on contact. This should work unless you need a super macro shot of the snow flakes.


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Texture big problem
For the last hour I tryed texturing my pack of chips, but something always goes wrong.

https://i.sstatic.net/LuC9X.png
What did I do wrong?

Make frame and mark seams
Unwrap all faces inside.
Apply texture
Nothing fit

Or just select and unwarp, I tried all the ways I found in Youtube,
If any one could check it out, I would be very grateful
blend file https://megawrzuta.pl/download/a6163c8500ae92021a2231ea045108dd.html
And graphic file (don't ask, very early prototype of rat food with my friend in foreground:)

https://i.sstatic.net/E50cj.jpg
Greeting!

First af all apply rotation and scale to your model (Ctrl+A).
Mark as seams all edges surrounding the 5 faces of your pack; Then U Unwrap.
Enable the "UV Squares" addon, then select the front faces and choose the function "Snap to axis (X or Y)". This will preserve the proportions of your edges while setting up a rectangle UV Grid. Then scale the UV to fit your image.


text:
How to get the pieces together so that Ctrl + L really selects the whole object?
Although this is a single object, edges that should be connected to each other are not connected. No idea why. I made the selection on the pictures with Ctrl + L.
Now my question is how to get the pieces together so that Ctrl + L really selects the whole object, at best without compromising the quality.

if you do a alt M > Merge Distance, and play with distance value, it will merge the two meshes, but there will be a lot of faces overlapping and holes

Ctrl+L selects all connected verts so obviously you model has multiple parts...

There is no secret magic way to do this. You need join the parts to a single mesh by merging or connecting vertices, filling gaps with faces and other modelling techniques.
If you go to edit mode, select some vertices and hit m you will get the most useful Merge menu:

For this mesh merging by distance is not going to work, because the vertices that you need merged are not any closer to each other than vertices you do not need to merge, so you need to select them a couple at a time and decide how you want to merge them in each specific case.
Repeat Last function - Shift+R - might be useful here since there are a lot of vertices to merge. You might also want to use some other modelling functions like Fill F.
It might seem at first like this is loads of work, but actually it's only a few minutes to fix this mess it's just not the most fun job to do.

if you turn on snapping to vertex, you can save yourself a lot of m pressing

What snapping? I am not recommending to move them and then merge by distance. The idea is to select and merge with M->L or M->C  or M->A... What does snapping have to do with any of this?


text:
Cut broccoli reconstruction
I would like to recreate the object in the pictures (don't ask) attached below in Blender and haven't found a satisfactory method yet. How would you guys go about this? Do you have any spontaneous ideas? The goal should be an almost 1:1 reconstruction, at least in terms of proportions/dimensions.

Blender has an addon called Add Curve: Sapling Tree Gen that will build trees based on values that you specify. After applying the results, they can be converted to pure geometry. Afterwards, you could prune it so that only the trunk remains, then cut it short right where it begins branching, and you might have something like what's in the picture.

You could try recreating the base shape with meta balls, then sculpting the finer details. You could even try photogrammetry since it's quite a complex shape, then just retopologize and sculpt to clean up your mesh.

Try Qlone on iOS. Exporting is pro, but purchase would be permanent.

You could try photogrammetry. While Blender won't do it by itself, there are free solutions which can do it, and export a mesh which can be modified afterwards (cleaning, texturing...) in Blender.

I know this won't be popular, but perhaps spending a few bucks to buy a broccoli model might be cheaper and easier :).


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Volumetric church window effect
I would like to use the attached texture as colored window glass.
I found the following tutorial for this, but I can't follow it pretty early on ("Assign a material and add the following nodes") Is this tutorial still up to date? At the very bottom, a church window was attached in the reply that gives exactly the effect I want to achieve with my file.
What do I have to do for this?
Tutorial: Volumetric Windows 10 logo effect

Some things might not be exaclty looking the same in the latest Blender release, but most of the nodes are pretty basic stuff as far as I can see from a quick glance. Why do you get stuck on the first "Assign a material and add the following nodes"? What is your exact problem with this tutorial? Do you need basic help with adding materials or nodes?

Does this answer your question? Volumetric Windows 10 logo effect, result: https://i.sstatic.net/iyRo7.jpg

Select your Object (Glass) and go to Shader Editor, if none material is set, click "+ New" button (in a middle of top row) and create node tree (start to adding nodes and connect them) according screenshots in tutorial.

After adding a material as described in the tutorial, I got "Principled BSDF" and "Material Output" once. Should they stay? Do I somehow connect them to the "Texture Coordiante" tree? Unfortunately, there is nothing to see in the pictures. I have made progress up to this point. Now I am trying to add the "Add" node as shown, but I can't find it in the list via Shift+A.

Does the method described in the instructions make sense at all for larger objects? I have the feeling that with the cube added at the beginning, a larger glass front with a more complex topology is not that easy...

@brockmann I was able to change the texture to mine in the blend file from the tutorial next door. But the "rays" were still in the shape of the old file and the colours were not mine. What exactly did you change?

There are 2 image texture nodes within the shader, just swap out the image of both @dnlpck

Found it. But why is this so much softer and less dominant? https://i.sstatic.net/Fm886.png @brockmann

Cool, play with the volume density... @dnlpck

I feel stupid. Where do I find the volume density?

My fault, it's the 'scatter brightness' right in the middle of the shader, just bump it up.


text:
How do I extrude faces from vertices as "center line"?
The blue annotation is my goal.
See here:

https://blender.stackexchange.com/questions/200657/extrude-edges-or-a-curve-using-an-offset-inset-to-create-a-mitred-patch-of-fac https://blender.stackexchange.com/questions/87253/can-i-extrude-a-path-in-x-y/ https://blender.stackexchange.com/questions/103093/2d-solidify-is-it-possible

Thank you very much! :)


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Does Blender continue to work in the background despite "No responding", the blue loading circle and the "milky" picture, and is it worth waiting?
I'm currently trying out the Smart UV Project function and haven't quite got the hang of it yet. After pressing OK in the Smart UV Project window, the blue loading circle of Windows 10 appears. Blender itself seems to have hung up somehow. The second time I press on the Blender window, I get "No responding" at the top of the window bar of the program and the image becomes "milky".
My question is now: Does Blender continue to work in the background despite "No responding", the blue loading circle and the "milky" picture, and is it worth waiting? If this does not work, what alternative do I have?
And why is there actually no loading bar with this function?

Yes indeed it does. No progress bar is because of threading: Blender was expecting the script or whatever to run quickly, or simply can't run multiple threads with the process for whatever reason (EEVEE is an example as Blender cannot multithread OpenGL to EEVEE render and GUI render at the same time), and the GUI updater is waiting for the process to finish.*
*In some rare cases, something could have gone wrong that was also causing the hold-up.


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How to Undo an action without affecting tool setting after a single stroke?
I was reading a lot of documentation concerning this theme, also was searching on google (and here), but have no answers :( The problem is in UNDO operation, for example in Weight Paint mode:

I Increase the brush radius (for example in weight painting mode or sculpting)
Then Perform a single stroke
Now undo
The brush stroke and the brush radius are undone at the same time! But I wanted to undo only the brush stroke

How to UNDO without affecting tool setting such as brush size, strength, and so on?

I think it's a problem that some have noticed, you can upvote the request in Right Click Select: https://blender.community/c/rightclickselect/Jtfbbc/

Thank you! Upvoted!


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How to texture mapping like this?

I know how to UV mapping and projection mapping however, in this image, uv mapped using top projection result texture is not bleeding or stretched.
Even side faces is not stretched
I think there's another way to projection uv or another mapping? (Or decal)
I don't know how he made this.

Assuming* the topology of the wall is as it appears in your image and that it appears this way in-game, this could be first projected from an orthographic front view:

Then the UV mapping scaled, and the top face manually adjusted to minimize distortion:

*3D game assets have different design constraints than models intended for still or animated 3D art -- it's likely that the horizontal beams of that wall are not modeled in, they're from normal maps on a flat-sided wall with a rounded top, and Jachym Michal's answer shows how that was done for in-game.  Also, your example image is concept art, and the top-down projections shown were likely done in 2D software (moss maps overlaying 2D images of the walls).

No projection magic, just good ol' manual unwrapping.
All texture variants follow the same rules, so one UV map works for all

But it's not a flat wall as your answer shows, it has a rounded made-of-logs like shape.  Yet the image isn't distorted by the shape - this indicates projection (from the side IMHO, not the top) to me, assuming that's how it looks in-game instead of just in the 2D concept art.

On later thought, looking over other images from the article ( https://magazine.artstation.com/2021/10/mediatonic-fall-guys-season-5-art-blast/ ), that part of the walls may be flat with normal maps giving them the made-of-logs look.  In which case your solution would be accurate.