text:
texture baker addon how tho choose path and size from UI
I am curently creating a simple texture baker addon. I am not a coder, just picking thing from many sources and try to make it work together. My AO baker works fine but I am not able to choose image size nor destination folder from the UI. any help please?

bl_info = {
    "name": "AO_BAKER",
    "description": "Tools",
    "author": "Loranozor",
    "version": (0.1, 0),
    "blender": (2, 79, 0),
    "location": "View3D, panel",
    "category": "3D View"}

import bpy
from bpy.types import Panel

class AOBAKER(Panel):
    bl_space_type = 'VIEW_3D'
    bl_region_type = 'TOOLS'
    bl_label = 'AO_BAKER'
    bl_context ='objectmode'
    bl_category ='AO_BAKER'

    def draw(self, context):
        layout = self.layout
        scn = context.scene
        row = layout.row(align=True)

        row = layout.row(align=True)
        row.operator("siz1.button").number=1
        row.operator("siz2.button").number=2
        row.operator("siz3.button").number=3
        col = layout.column()
        col.prop(context.scene, 'exp_path')
        layout.label("!!Bake that shit now!!", icon='SCENE')
        layout.operator("bao.button")

#    The buttons
class Button102(bpy.types.Operator):
    bl_idname = "siz1.button"
    bl_label = "1024"
    bl_description ="Ok I know. This is not the conveniant button but this is just for the idea"
    number = bpy.props.IntProperty()
    row = bpy.props.IntProperty()
    loc = bpy.props.StringProperty()
    def execute(self, context):
        print(bpy.props.StringProperty)
        return{'FINISHED'}
class Button103(bpy.types.Operator):
    bl_idname = "siz2.button"
    bl_label = "2048"
    number = bpy.props.IntProperty()
    row = bpy.props.IntProperty()
    loc = bpy.props.StringProperty()
    def execute(self, context):
        print(bpy.props.StringProperty)
        return{'FINISHED'}
class Button104(bpy.types.Operator):
    bl_idname = "siz3.button"
    bl_label = "4096"
    number = bpy.props.IntProperty()
    row = bpy.props.IntProperty()
    loc = bpy.props.StringProperty()
    def execute(self, context):
        print(bpy.props.StringProperty)
        return{'FINISHED'}
class Button105(bpy.types.Operator):
    bl_idname = "bao.button"
    bl_label = "BAKE AO!"
    bl_description ="Bake Ambient Occlusion texture for the selected object. It should have UV and Cycle node material applied. Texture is saved in the blend file folder by default."
    number = bpy.props.IntProperty()
    row = bpy.props.IntProperty()
    loc = bpy.props.StringProperty()
    def execute(self, context):
        #active selection
        cube = bpy.context.active_object
        nm = bpy.context.object.name
        #active existing material
        material2 =cube.active_material
        nodes = material2.node_tree.nodes
        #create image
        siz = 512
        image = (bpy.data.images.get(nm +"-AObake")) or (bpy.data.images.new(nm +"-AObake", width=siz, height=siz))
        imag = bpy.data.images[nm + '-AObake']
        #test if node exist
        if 'AOtexture' in  [node.name for node in nodes]:
            print('Allready there!')
            imgnode = nodes ["AOtexture"]
            imgnode.image = imag
            imgnode.select = True
        else:
            print('not here! Building it')
            imgnode2 = nodes.new('ShaderNodeTexImage')
            imgnode2.name = "AOtexture"
            imgnode2.image = imag
            imgnode2.select = True
        #Bake image
        bpy.data.worlds["World"].light_settings.use_ambient_occlusion = True
        bpy.data.worlds["World"].light_settings.samples = 10
        bpy.data.worlds["World"].light_settings.distance = 10
        bpy.ops.object.bake(type='AO')
        #save image
        imag.filepath_raw = '//' + nm + '-AObake' + '.png'
        imag.file_format = "PNG"
        imag.save()
        print("image saved!")
        #nodes.remove(imgnode)
        #print("img node suppressed")
        return{'FINISHED'}

classes = [AOBAKER, Button102, Button103, Button104, Button105]

def register():
    for c in classes:
        bpy.utils.register_class(c)
#path
    bpy.utils.register_module(__name__)
    bpy.types.Scene.exp_path = bpy.props.StringProperty \
      (
      name = "Baked Textures To",
      default = "//",
      description = "Define the root path of baked texture",
      subtype = 'DIR_PATH'
      )

def unregister():
    for c in classes:
        bpy.utils.unregister_class(c)
#path
    bpy.utils.unregister_module(__name__)
    del bpy.types.Scene.conf_path

if __name__ == "__main__":
    register()

File and folder dialog: How to create a Folder Dialog?, Properties: How to create a custom UI?

Get rid of both occurrences of bpy.utils.(un)register_module(__name__)

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


text:
how to test if there is a link to a specific node socket?
Building a blender 2.8 helper addon to automatiz tasks, I need to test if a node is connected to Principled Alpha socket. If not, I will connect A RGB node.
I fail to check "if any node connected : do something" ...
following code works but I can't do anything if nothing connected found
for m in bpy.context.object.material_slots:
mat = m.material
nodes = mat.node_tree.nodes
for mat_node in mat.node_tree.nodes:
    if mat_node.type == 'BSDF_PRINCIPLED':
        print(mat.name + " "+ mat_node.name +" :" )
        alphasocket = mat_node.inputs[18]
        #print(alphasocket)
        node_in = mat_node.inputs
        #print(node_in)

        for n in alphasocket.links:
            print(n.from_node.name +" connected to Alpha")

OK I've found out
for m in bpy.context.object.material_slots:
mat = m.material
if (mat.use_nodes):
    nodes = mat.node_tree.nodes
    links = mat.node_tree.links
    for n in nodes:
        if (n.type == 'BSDF_PRINCIPLED'):
            print(mat.name)
            alphasocket = n.inputs[18]
            if not(alphasocket.is_linked):
                print("No Alpha node!")
            else:
                print("Alpha node connected")

source: Stack Exchange

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

sort: votes


text:
How to add drivers in node inputs in python?
I am trying to add a driver in a node entry in the World.
The following script fail with
"TypeError: bpy_struct.driver_add(): property "inputs" not animatable
"
I can't find sample of similar code. Any help?
import bpy
scn = bpy.context.scene

wd = scn.world
nodes = wd.node_tree.nodes
wd.node_tree.nodes.clear()

DR1 = nodes.new('ShaderNodeMath')
drv = DR1.driver_add("inputs",0)

Drive the default_value property of a particular input channel.
>>> n = C.scene.world.node_tree.nodes.new("ShaderNodeMath")
>>> d = n.inputs[0].driver_add("default_value")

>>> d.driver.expression
'0.5'

>>>

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


text:
Modify Node Group Input order with Python
I just want to re order nod group inputs like set entry "bob mix" to entry number 4.
I can't find the way to select node group inputs or output by ID? index?input?
Just spend hours looking for it and can't find any example or doc solution :/
for i in bpy.data.node_groups:
        if i.name== "bob mix":
           i.index == 4 ?
           i.input == 4 ?
           i.ID == 4 ?
           i.socket == 4 ?

please help


text:
keyframe slide on timeline
I can move keyframe for transform action but how to do it for other animation keyframes like curve bevel start or end ??
here's my code:
for o in bpy.context.selected_objects :
    action = o.animation_data.action
    for i in action.fcurves:
        for keyframe in i.keyframe_points:
            keyframe.co[0]=keyframe.co[0]+10
        i.update()

Try fcurves.find...you need to access it from object.data.animation_data instead of object.animation_data (since bevel start end are part of data block). You can find the data path by right clicking on the property in the edit properties panel.
for o in bpy.context.selected_objects :
    action = o.data.animation_data.action # Note: o.data.animation_data
    fcurve = action.fcurves.find('bevel_factor_start'):
    for keyframe in fcurve.keyframe_points:
        keyframe.co[0]=keyframe.co[0]+10

```

Thanks Drawer! What if I want both to be updated? I mean o.data.animation AND o.animation.data if exist... I can't figure out how to filter each case

There are some properties belonging to object and some to object.data. Transform and location are of object and bevel start etc. are in object.data. Not clear what exactly you want to do.


text:
blender addon panel gradient display
I am trying to display a gradient in an addon panel but it display everything on one line so it's useless.

What I have:

What I want:

Hello, could you add little more information about sn_layout ? Note it's good practice to provide code in text format rather than image for helpers

forget it. need a tutorial each time I have to post code here. I just can't get it. So hard to ask a question here... I'll find by myself

I'm sorry you feel that way. But you are not entitled to anything when coming here to ask a question. Just as I am not entitled to reading perfect questions :) We helpers are dedicating our free time to help other people, I feel like you could try to facilitate the process when asked to. Anyways, finding things by yourself is also a good way to advance in a particular topic. Cheers :)


text:
Line art disappears when camera get close

Line art disappears when camera get close to some shapes in blender 3.0. win11.
When tested on version 2.93 it works fine. The problem only occurs in 3.0.
As you can see in the screenshot, This usually happens with angled shapes -like basic cube shape. When viewed from a distance, it prints just fine.
I checked object line art property 'inherit'. I figured this had no reason other than a bug.
Is this really a bug? Any help would be appreciated.
*I don't speak English well, so I used a translator. Please understand.

I don't have access to Blender right now, but from the right-side viewport it looks like lines get culled out when they are beyound a certain margin.
There has been quite a lot of GP changes on v3.0, I think particularly about the camera overscan. So most likely it's just a difference in default parameters or new features that need you to change some settings somewhere.
So I'd suggest you to go to the Properties Editor > Render tab > Film panel and see how it goes by making the overscan larger.
Also, AFAIK when you make freestyle lines from meshes, the lines vertices are made from the mesh itself. Here you have a cube with no vertices in-between its edges, so when you zoom on it, unlike the sphere it doesn't have a lot of vertices from which to draw lines, and the cube's vertices get quickly out of the camera's overscan.
Maybe a good solution would be to simply add more subdivisions to you mesh (I.E. adding a Subdivide modifier with its subdivision type set Simple).
Probably both solutions combined is better, actually. But do some tests and see how it goes.

Thank you very much for the detailed comment.
I increased overscan and nothing happened, but subdivision solved this problem.


text:
mesh dosent completely follow armature with 100% influence
i am trying to get the other part of the shorts (i literally cannot think of a name for that part of the clothing) to be 100% influenced by the paint job i gave it but the mesh wont completely follow the bones. if the answer has anything to do with bone groups or vertex groups then please try to explain like im a child because i dont know anything about those things.
Blend File

Some bones are hidden, press AltH to unhide in Edit mode. You'll see some huge bones (some are overlapping btw), and these bones have their Deform option enabled, so when you'll parent With Automatic Weights these bones will influence. I'm not sure what these bones are for, but I doubt they are useful or that their Deform option is useful. Also before you'll reparent, apply the rotation of your armature and objects (they are rotated).

ok so i found out the bone above it has a lot of influence on that part of the shorts model. removing the paint of the bone above on that part of the shorts did the trick


text:
Does adding too much node make rendering slower?
I added a lot of node on this one tutorial that I have been following and the render keeps on getting slower and slower. In the end, I have to restart the app because the render just wouldn't start.

This is a pointless question that has the answer in itself. "Too much" - what is it too much for? For the render times to be fast? It's pretty much the same as asking "Does render time increase when I add so many nodes so that render time increases?" You already know the answer and demonstrate it clearly in the question, so what's the point of this? Maybe you should edit the question and narrow it down to something more specific that you wish to know about the situation so it makes more sense.

Dude, you don't need to get agitated over a question. I was just simply asking because I am new to blender and I don't really understand how nodes work yet.

Not really agitated. Just looking at the question and thinking about how to answer it. It's answered, but that seems pointless, because the answer was already in the question, so maybe there was something else you really don't understand about that situation that I think would make more sense to ask about.  I am not emotional about it, just trying to think logically.


text:
Where did the bleu stripe comes from?
Why is there a blue stripe when I render the animation of the ocean?

Increase the Clip End value of your camera.
Manual quote:
Clip Start and End: The interval in which objects are directly visible. Any objects outside this range still influence the image indirectly, as further light bounces are not clipped.

Ohh so it's because of the clip end. Thanks!


text:
Why is my render preview different from what the render result?
So currently, I have two problem. The first one is that the result rendered is different from what is shown in the render preview in viewport shading.
Render Preview:

Render Result:

The second problem is it takes a very long time to render. Is there any way the render time can be shorten a little? My computer can't handle such heavy performance. If there is no other way, then I am willing to wait for it to render too.

For time, you can also increase the Noise Threshold in the Cycles Render Sampling data properties to something closer to the Viewport sampling properties. Finding a balance there takes a little tinkering. Use Ctrl+B to select a small render region to play with it.

Look into the Outliner, you need to enable the visibility of the object called Lens for render:

As for the render time you can put a Time Limit in the Render panel but there may be other ways...

I didn't realize I have diasbled the visbility, that is totally dumb of me.


text:
Why is the ice cube not falling into my cup?
When I play the animation, the ice cube just float on the glass but it was supposed to fall inside.

ive downloaded the blend file and messed with some settings. i almost had it work but right now its going into the cup and then flies out of the cup. by any chance you modeled or know the cup structure well?

Yea that's what happening to me too after I change the shape of collusion of the ice into mesh.

I did modeled the cup but I am new to blender and I was just following a tutorial video on YouTube.

you may have to change the type of cup you are using, but what i suggest before you do that is use the remesh modifier (or a quad remesh addon if you have one) to recalculate the polygons. remember to apply when your happy with the look.

in that case may you share the tutorial that you have followed?

https://youtu.be/I6g_B5cXcHg and https://youtu.be/3EskeIwg2hA

this makes more sense. you may have to remesh or find another model online, theres plenty of whiskey glasses. unless if theres someone whos knows blender more than me this is my only suggestions. im glad i can help though

Ok nevertheless thanks alot for your help!

You already have an accepted answer but I want to give you additional information: in the comments you said, changing the Collision Shape to Mesh did not fully work, you thought the objects are too small. That's not exactly correct, or at least you do not have to make them bigger if you want to work with real-life dimensions.
The thing is, when you switch the Collisions > Shape from one of the primitive shapes or Convex Hull to Mesh, Blender will automatically set a Margin of 0.04 m under Sensitivity. So with a whisky glass where the inner diameter is approx. 0.12 m, 0.04 m margin from each side shrinks the diameter by 0.08 m, leaving a circular "tunnel" of 0.04 m width for the 0.035 m squared ice cube... that can hardly work:

So while increasing everything in size might work because the margin becomes smaller in relation to the overall size, this is not necessary for it to work. You could have simply set the margin to 0.00, this will also result in the ice cube not seemingly hovering over the surface of the glass.
By the way, in this case it is not so important because the glass is passive and not moving around, but the origin of the glass is outside its center. For rigid body simulations it is important that at least the active rigid body objects have centered origins, otherwise the distribution of "weight" can be incorrect and lead to weird looking behaviour. And especially on the primitive collision shapes like Box, Sphere etc. the origin has to be in the center to be calculated correctly.
Some more tips regarding the ice cube falling into the glass: when you set the Margin to 0, the cube falls into the glass but might not come to rest and continue "shivering". To change that, go into the Scene Properties > Rigid Body World > Settings and increase the Substeps Per Frame (you can increase the Solver Iterations as well, but not needed here). Don't go crazy with that, 20 is sufficient in this case and too high values may lead to weird behaviour as well.

Another thing is, by default a rigid body object gets a Mass of 1 kg. When you are working with real-life dimensions it can make it look more realistic if you adjust the mass to real-life values as well, an ice cube of the size in your scene would be around 40 g = 0.04 kg. And it is unrealistic that it will not slightly bounce around in the glass, so you might consider setting the Bounciness on cube and glass to a small value > 0.

Thanks for your explanation!

@Codeblues6 You're welcome. I've added a few tips to simulating your ice cube at the end of the answer.

change the shape of the collision to a mesh

Ok so that kind of works but the ice cube would bounce back out of the glass

ive done that to their file but it didnt work

Ok so I kind of figured out what's wrong, apparently the objects size are too small which causes it to bounce off

@Codeblues6 It wasn't the size in itself, but the margin. See my added answer.


text:
How to make a 3D mountain mesh change shape in the rythm of a song?
this here is an animation made with AI tool Deforum: https://www.youtube.com/watch?v=Oee78kHxLDw
The frames are generated with Stable Diffusion and translations are applied between the frames. The movement of the mountains is also made happen using controlnet with an audio visualizer clip.
I'm trying to create something similar but in 3D Blender. Basically, I want to have a mesh of a mountain, and I want to have it change shape on the beat of that song. And I want to make it look as dynamic as in that AI version. I don't want to have a basic 3D mesh audio visualizer.
Here is what I have managed to make so far: https://imgur.com/a/C4sQjMx
Currently, I'm using a pretty complex method: for any movement in the mesh, I create a cube and I create a VertexWeightProximity modifier for the location that I want to change. I then animate the cube to move up so that it creates movement in the mountain.
How should I do this? I think the hardest part is making the transformations in the mesh look very dynamic (almost like fluid).
Thanks!

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.

i would use geometry nodes for that. If you know how you can "shape" your landscape with geometry nodes, just use the "right" input nodes and use drivers of your sampled music fcurve.


text:
Why are certain vertices not affected by weight paint?
Why don't these vertices move? I assigned everything there to be red yet it still does not move.

https://drive.google.com/file/d/1YyeTx2cl7bzFB_YIuSEA9T5xMXv10VX9/view?usp=sharing

Everything is red, but only if you check the "Boots" vertex group. However if you would remove that group on the boot, it would still be posed by the armature - because the boot and shin armor are posed by weights on the "DEF-..." vertex groups. The buckles which are not moving have no weight assigned for these groups, they show blue there.


text:
Why does my render show a metarig in the background despite me not even having a metarig?

Here's a link to my blend file
https://drive.google.com/file/d/1tFKAUjFU1ch9TOtMTpS2OGNoR1VBtKxG/view?usp=sharing

It is not a metarig, it is just a "drawing" of a metarig. It is the grease pencil object called "Stroke" in the collections "Grease" > "Armor".

Thank you so much!!! I was beginning to think a rigify ghost was haunting my project lmao

@BrandonBernal There is a simple way to track it down even when you cannot seem to find a way to select it in the viewport, might be tedious in larger scenes but anyway: disable top collections one by one to see when it disappears... then go further down the hierarchy until you find it. But it seems to me that it also creates an outline for the objects, so maybe you should not completely remove it but somehow "repair" it so that it only shows what you want?

I'll keep that strat in mind, thanks!


text:
How do I get acess to all animations in this .fbx file?
I downloaded this animation from sketchfab
https://sketchfab.com/3d-models/rpg-7-animations-f2bef085e0164a34a4b090c73dcdc3f5
and there are multiple animations, but when I open it on blender, I get just one (Idle animation). How can I get the others animations? I went to Dopesheet -> Action Editor as suggested and see the name of the animations and can select then, but what is show still is the Idle animation. I'm using blender 2.8

Hello if this model is copyright free could you please share your file?

@moonboots hello, I uploaded on google drive, tell me if you can acess https://drive.google.com/drive/folders/1r6cwQXpPXdijcS_DNqZP4S63l5xJQ5kG?usp=sharing

it asks for an authorization

Now anyone can acess it, if you can't, request acess and I will allow it, but you should be able to acess it now

I can see a whole list of actions in the dropdown menu of the Dope Sheet actually: https://zupimages.net/up/24/21/7w6g.jpg

I didn't know I had to click on 'Root' on the right side bar and then choose the root action. Well, I will try to import to unreal now, thank you for the reply


text:
How to unpin channel from timeline
I noticed that one object always appears in the timeline even though it isn't selected. I tried toggling the pic icon of the object in the channel space but it keeps appearing even when I select other object.
I've restarted blender hoping it was just a glitch, but it's still happening. Am I missing something.
As you can see here, the object on the left is selected and appears in the timeline as expected, but the one on the right, despite being unselected and having the channel pin disabled, still appears nonetheless
Can someone help me. Thanks

Do you have "Only show selected" checked on the Timeline View menu?

Yeah I do. I toggled it and it's still the same outcome

Hello could you please share your file?

Sure. Here's a link: https://drive.google.com/file/d/1jKLXSfl96v-Zb438JykzLPaE79DJo1nb/view?usp=drive_link

weird I can't see any keyframe, the 2 actions seem to be empty

Ohh, the keyframes are at about from 1609-1728

oh yes you're right, sorry, yes that's weird

Any luck so far?


text:
Windows narrator affects blender
I know this may not really be a blender problem, but I have searched other forums and couldn't find anything useful, so I'm here.
While using Blender, if I use Ctrl + Alt + LMB in edit mode, instead of selecting edges in a given direction, it instead triggers Windows Narrator.
Is there anyone who knows how I can solve this problem? I know that in a worst-case scenario, I can remap the keymap, but I want that to be a last resort.
Any help would be much appreciated. Thanks

https://superuser.com/a/1325012 would something like this help?

No luck finding the menu. It seems Microsoft moved things around. I've been hopping form article to article, and I can't still find the key sequence editor.

You don't say what version of Windows you're using but is Customizing Narrator  (Windows logo key  + Ctrl + N) any good?

My bad. I'm on Windows 11 22H2, and yes, I have tried your recommendation. I even disabled all the toggles in the narrator. Yet, nothing changed. It seems windows has more than one narrator service or it's just broken.

So, after a couple... a lot... of trial and error, I found out the problem was actually coming from the magnifier app.
I have low vision, so I sometimes have to use it. Unknown to me, it has its own built-in magnifier.
I changed the shortcut for the narrator to something else in the magnifier settings.
Thanks, everyone, for your help

Glad you're sorted!


text:
Weighted normals cause weird results in bakes
everyone!
I have a problem with my baked normals when I bake with the weighted normal modifier enabled. In the 3D viewport, the mesh looks fine.
But when I bake, the mesh has this gradient-like look to the normal map. I tried a bunch of stuff, like resetting the normal vectors, recalculating the normals and all that, but the problem seemed to go away when I just removed the weighted normal modifier and baked. But the issue is that the model has shading issues without the modifier
Any idea how to solve this
Thanks

Without being able to see the normal map that you're describing I doubt anyone will be able to help! How to upload an image to a post?.

More than the normal map, they'll want the file here.  I've seen issues with weighted normals creating backwards normals, it's a weird modifier.  Without seeing anything, I'd recommend using object space normals if you don't need to deform (and from them to tangent if you do.)  Presumably, you're baking active-to-selected, else your weighted normals are probably not the issue but something else instead.


text:
My normal map is green ?
So I ran into a problem while baking my textures.
Everything baked fine except for my normal map.
I'm not transferring normals; I'm just baking into an atlas for multiple assets.
But somehow my UV map looks like this
I'm baking 2 table models into one atlas. One bakes properly (the one in purple) and the other is just all green.
Any idea how I can fix this?
Thanks

Is your object scaled (a lot)?

Nope. Uniform scale of 1

make sure that the normals are not inverted and maybe incease the Extrusion a bit, if it still doesn't work please share the objects

Ok, so something just happened.
I created a new blend file and appended the collection that contained the models.
I ran the bake again, and it came out perfect.
This may be a workaround, but I still don't know why the bakes had problems with the other blend file.
Any ideas, anyone?

it's hard to guess without the blend file, please share the original file


text:
Baking numerous simulations using FLIP FLUIDS
I'm encountering a challenge with my current project involving fluid simulations using Flip Fluids. I need to run multiple simulations within the same blend file for different shots, each at distinct points on the timeline.
However, I've hit a roadblock as I attempted to add another domain for the second simulation. I received an error stating that only one domain is permitted per blend file.
To illustrate, let's say I need simulations for frames 100-200 and 300-400. How can I bake these simulations independently so that the first ends at frame 200 and the second begins at frame 300, without affecting each other?
I'd greatly appreciate any insights or suggestions. Thank you!"\

just create the first fluid simulation until you are happy. Then select your inflow object -> file -> export (e.g. alembic)
then delete everything and create your 2nd fluid simulation (change the start frame in the domain). Export that too.
Now delete everything and import both alembic files. You might have to adjust your timeline.

Thank you for the answer. I'll try that
But that means I can just use a separate blend file to sim all the fluid I want and then import it back to the main file.
I'm guessing this also helps with file optimization and viewport playback, right?
Thanks again.

Ok, so I tried the alembic file export, and it worked to a certain extent.
Upon reimporting the file back, the simulation kept stuttering, disappearing, and reappearing in the scene.
Any tips that could help?

You may want to use the FLIP Fluids Sidebar > Command Line Tools > Alembic Export operator tool instead of the regular exporter. There is a current bug in Blender that can cause these incorrect frame exports and this operator works around these issues: https://github.com/rlguy/Blender-FLIP-Fluids/wiki/Helper-Menu-Settings#command-line-alembic-export

Alright, I'll try that.
Thanks


text:
Locate specific node in shader/geo nodes/compositor
I'd like to know if there is a way to find specific nodes that have already been used in any of the graph editors.
For instance, let's say I'm aware I used Hue/sat/val node in my compositor/shader graph, but I don't know exactly where I put it because of how complex the graph has gotten.
Is there a way to quickly search for the node and blender snaps to its current location?
Thanks

After trying different things, turns out it was simply ctrl + F, like any other program
Blender doesn't snap to the node, it just selects it for you. Which also works for me.

You can hit Numpad . to center on a selected node.


text:
How to remove shadows between two transparent objects
I have an asset for a cross road (as well as others with the same problem). The asphalt section is one mesh and the lines are another.
In rendered view, the proximity of the two faces are so close, it generates a black shadow between the two objects.
So what can I do to fix this.
I appreciate your responses.
Here's what it looks like when it's together

And when it's separated

Do they have to be separate objects? You can mix textures within a material by Alpha channels... what happens there when they are close together is not a shadow, but most likely Z-fighting. That is when two faces are lying in the same plane and the render engine cannot decide on which face should be rendered in front of the other. So the main fix would be leaving a little gap between them or use a single material and object.

Thanks for the comment but it's not z fighting. It's actually a shadow. And they're actually on the same mesh, just separate parts of the same mesh. Asphalt material on one part and paint material on the other. But when I bring them close to one another, the transparent parts of the paint material show up as a shadow. I also tried increasing light bounces in the light path section for transparent materials, but the result didn't change.. I could disable the shadow casting of the mesh entirely, but I'm guessing there is a solution in the shading workspace I'm not aware of yet.

Duplicate of https://blender.stackexchange.com/questions/300425/how-to-disable-shadows-in-cycles ?

Is It Cycles or EEVEE?

@Default_dx Well, if it is not Z-fighting and really some kind of shadow it is a bit hard to understand why this shadow only appears when they are so close together, shadows should usually be visible with some distance too (or is the shadow gradually getting fuzzier when increasing the distance and just seems to be gone?). About same or separate mesh: what I meant is why are they separate parts with two materials? Just use the asphalt mesh part and create the paint part within the material, then this problem would not exist. Unless you need them to be separate parts.

@Crantisz In his comment he says he tried increasing the bounces for transparency in the Light Paths section... these settings do not exist in Eevee, only in Cycles. But of course I cannot rule out he tried switching engines, but then he probably mentioned if the issue was present in both or only one of them.


text:
How to get uniform thickness at corners with the skin modifier
I'm having trouble getting uniform thickness at the corners of my 3D model using the skin modifier in Blender.
I've applied the skin modifier to my mesh, but the thickness at the corners is inconsistent and doesn't match the rest of the model.
Does anyone have any tips or techniques for ensuring uniform thickness at corners when using the skin modifier? Any advice or suggestions would be greatly appreciated!

Hello, I don't think that you can have a square corner with the Skin modifier


text:
Bezier Curves Reverting to Constant Interpolation When Using Cyclic Extrapolation in Graph Editor
I'm experiencing an issue in Blender's Graph Editor where my keyframes are set to Bezier interpolation, but when I enable cyclic extrapolation, the curves switch to constant interpolation instead of continuing the smooth Bezier pattern.
How can I fix this so that the curves extrapolate correctly without changing to constant interpolation?
Without cyclic modifier:

Witch cyclic modifier:

Thanks


text:
Problems resetting rest post
I am trying to retarget an animation I have to a rig I have. My Rig is in a neutral standing pose (Not A or T) with it's arm bones just by the side.
My animation rig is in an A pose, so I want my rig to also be in an A pose
I put the rig in an A poste and Did the Pose > Apply > Applying the new pose as rest pose, but my model keeps breaking and I keep getting the message

"Actions on this armature will be destroyed by this new rest pose as
the transforms stored are relative to the old rest pose"

Can someone point me in the right direction?
If the file is needed, please let me know how, because I don't see a file upload button while posting this. Thanks

to share your file read the instructions: https://blend-exchange.com/

This is the procedure for applying a new rest pose: https://blender.stackexchange.com/questions/224327/apply-pose-as-rest-pose-doesnt-work/224330#224330  Some Addons (like AutoRigPro) let you retarget animations even between different rest pose rigs.


text:
Is it possible to animate a curve along it's own path?
For instance if I want to animate a tube going along a path.
So typically, if you want to animate an item going along a curve, you can just create a curve, create you item, then use the curve modifier in order to make the mesh object move along the path of the curve.
But now my question is, is it possible to create a curve, give it some depth in the geometry tab, and have it animate from one end to the other.
Basically the same effect as running a mesh along a curve, but with out bringing in a mesh and using the curve modifier
Is this possible?
Something like this

https://blender.stackexchange.com/questions/63310/animating-appearing-extending-strip-with-gaps/ https://blender.stackexchange.com/questions/65877/how-do-you-make-a-torus-telescope-open/65881#65881

You can animate the Start & End Mapping values with some keyframes:

Right under my nose... lol.
Thanks


text:
Transparent PNGs not exporting properly
I have my render settings set to PNG (RBGA) with transparancy checked under film. My compositor setup is a simple denoise and glare node.
When I render, the result is as expected. The glare looks alright as you can see below:

But after exporting, the glow around the mesh isn't preserved in the final image. It's as if it's being clipped to the shape of the mesh and no glow goes beyond that point:

I've also tried using Open EXR hoping that would preserve all data, but that didn't help also.
So could someone help me out with this? Thanks

the glow effects won't be preserved on transparent PNG, you can't fix it except with some tricks with layers in the Compositor or in your video editor

What do you mean, OpenEXR did not help? It depends on where you open it and how it is processed. If you save it as EXR in Blender and import the image back into Blender, then given you use the same Color Management settings etc. you'll get the correct result. But that does not mean that other software will process it the exact same way and give you the same result.

Thanks for the detailed answer @josh sanfelici, really helpful. I'll consider investing more time to learn how Open EXR works. Gordon, yeah, I just imported the EXR into premiere pro to see if the glow effect would still be there, and it wasn't. I didn't try any other methods. But thank you. I now have a better understanding of how it works.

https://blender.stackexchange.com/questions/260675/glare-alpha-not-saved-to-png-file https://blender.stackexchange.com/questions/222837/blender-does-not-set-the-alpha-channel-correctly https://blender.stackexchange.com/questions/272917/transparent-emissive-objects-glow-effect-not-visible-in-rendered-output-files/272919#272919 https://blender.stackexchange.com/questions/173932/exr-color-difference-to-png

This is an old question, that has been asked many times, I'm answering only to showcase one solution that can be useful for many users.
First of all the problem doesn't rely on Blender but on PNG format itself, because it handles Unassociated alpha only: it means that when a PNG is read from any application, its color values get multiplied with its alpha values: alpha of glowing pixels is zero or nearly zero, so glow colors become zero or nearly zero.
EXR format handles Associated alpha, so it can carry pixels that are both glowing and transparent, and this is the professional standard, widely used for compositing CG transparent footage or images, but it adds some complexity to the workflow because it has to be correctely color managed, as its stored values are Scene referred with linear Gamma, which is not straightforward to handle, depending on the compositor software.
I encourage everyone to learn how to correctly handle EXR and color management, but here's a trick to use PNG for transparent glowing images (or even image sequences):
Save your render as PNG RGB, so that the background will be black.
Add a new material and delete its shader, leaving the material output unconnected, call it PitchBlack.
Switch to Cycles (if you were on Eevee), go to Scene properties > Override, and set this new material as Material override.
Turn down to 1 max Samples Render option and launch another Render (very fast), save it as PNG RGBA, so to have an image which has transparent background and black objects.

Now in compositor (Photoshop, DaVinci, After Effect, .....) add this Black/transparent layer with Normal fusion method, then add the RGB layer with fusion method set to ADD or LINEAR DODGE (depending on the software).

You cannot composite all lighting effects using alpha mask only
Alpha masks determine visibility of something over something else. This means that if you have 0.5 in alpha, there will be half of the image below visible and half of the image above visible in the result. The pixel values are "mixed". The more you see of one of the images, the less you can see the other. This is not what happens with most things that emit light. With emitted light the whole image is still visible, but it gets brighter - pixel values are added on top of the previous image. This is true for visible light sources and various light effects like glow, lens flares, even light effects that you see because of fog or mist scattering light back to the camera, flame, explosions and so on. You simply cannot use only alpha for compositing those, because they are not supposed to be mixed with the image, but added.
I tried to come up with an example, but I realized, I really have no idea, how to render any glow or light effects masked with alpha(same problem as you are facing :D), because well... it's not really done like that and makes no sense. So to make it a bit clearer and to show how it works, even though this is not something you would need to do as part of compositing usually let's say I have 3 images. They are all rendered to 32bit EXR so they are in linear color space and all data is preserved so I can use them for compositing(unlike say 8bit PNGs in non linear sRGB color space). First has 2 monkeys and a cube, second has same 2 monkeys and the cube is glowing, and the third one has the monkeys in different colors and the cube doesn't glow:

The glow and light of the cube in the second image is the difference between the first two images and you can see that if I simply subtract the image without light from the image with light, I am left with the light information:

Now I can add only that light to the other image with different colored monkeys:

So this hopefully demonstrates how light is added to an image and you don't use alpha for this, you just need to have whatever light effect you want to composite alone on black background and then use add operation for it to work correctly.

If you do everything in Blender and created the glow most likely with a Glare node in Blender as well, it would make much more sense to render the image without glow and the output of the Glare node separately and then add the glow on top of the image, instead of rendering the image twice and subtracting one from the other. What your example doesn't show is the color bleed either when using it to relight a different render than the original, it's more obvious with more different colors: color bleed. The monkeys get colored, the floor as well...

Just an illustration to have something visual. The point is alpha is for transparency, glow is not transparency no matter my poor method of coming up with whatever light effect I could composite.


text:
how to disable bone movement while keeping all transforms
(ignore the crazy proportions in this scene I'm just experimenting) I'm trying to make the hand IK bone (square) stay exactly where it is between frames 705-726. I have a few constraints applied to it that helped with the rotation but I can't get the movement to be static. if you need to move the IK bone, turn off both the shrinkwrap constraint and limit rotations constraint.

if you need a closer look at the gif then open it in a new tab and zoom in
blend file
let me know if anything else is needed

still looking for a solution but i found a temporary solution. select the bone you need locked in place > Shift + S > Cursor to selected. then, do Shift + A > Empty > Plane Axes. and it should add right on the cursor. if it doesn't then do Shift + S again (with the empty selected) and do selection to cursor. click the bone you want to be locked again and give it a copy location constraint and make the target the empty. (youre also going to need to animate the influence value of the copy location constraint)

Add a copy transforms constraint, targeting an empty (or whatever.)  Constraint is at bottom of constraint stack.  Keyframe it at influence 0 at 704, 727, at influence 1.0 at 705, 726.


text:
using curves for animation
I was just wondering why I don't see people using curves for bone animation? although I'm sure it has its downs I don't see anything wrong with that besides its a little slower. and since I'm a visual person, it would be easier to see what the bone does. is there a reason people don't do this?

Hello, could you please show some examples?

hey. not as of now since im on my school laptop and that wouldent be able to do something like that very well. i will give an example when i get home


text:
specific bone wont move but other will
I'm trying to get one bone to move outward (left arm bone) but it won't move. the other one moves just fine and they (as far as I can see) have the same constraints. below is the blend file along with the image specifying my problem. please let me know if you need any more information
blend file

I don't have time to dig for it right now, but you definitely have a dependency loop on the IK chain for the left arm.  If you move the IK controller everything moves more than it should.  Go over the chain carefully and look for improper parenting.

been searching for any improper parenting for a bit now and the left side matches the parenting on the right side (to the respected right/left bones)

so i unparented every bone in the left arm and deleted all child of constraints in the left arm and even deleted the IK constraint but it still wont move

the way that this got past me and wasn't my immediate thought is absolutely beyond me. the thing is I had all transform options locked... really hope this helps someone not go through what I did


text:
is there a way to get this sort of reflection on an object?
i found this vaporwave image and i would like to know if you can get a sort of rainbow reflection like this? basically i want to make a holographic reflection

Also try this video - https://www.youtube.com/watch?v=jMiXPjwSkEo

how can i get the "dot product" node

nevermind i found it


text:
what can i do to prepare for an overnight render?
I have a really large animation in cycles that I want to leave to render overnight. how should I prepare? would pointing any fans at my computer cool it a little? i just want to be extra safe about this

Render to OpenEXR files, use an APC if you have one, and pray to God.

2 things. i was under the impression that open EXR was a bit harder to render than png. also what is an APC?

@desperrrr https://blender.stackexchange.com/q/148231/73575 is a question on various image formats. Basically, OpenEXR is fast, flexible, and not too big. By APC I mean the company that makes uninterruptible power supplies, or rather their products.

EXR will be the best quality but it is much bigger than PNG and JPG, JPG being the lowest quality. You should make some tests with one image

EXR has the advantage of storing 32bit images which is good if you are going to use them for compositing after you saved them. And if you use the DWAA or DWAB codec there is no significant loss in quality - and then the file is even smaller than PNG. And if you are using glow on transparent backgrounds for example you will never get back what you see in the render result if you're using PNG or JPG (JPG doesn't even support transparency).

About the cooling fans: don't know if this is necessary with your hardware... I would rather run out of GPU memory before my card is overheated. And APC is a company that produces UPS devices.


text:
objects not showing in render
some objects arent showing up in the final render and i have no idea why. they used to and they just decided not to. (ignore the windows in the final render image i used a jpg)
materials will be missing because the blend file is already about 75mb and i dont want to make it much larger

Outliner > Carpet > Plane.001 excluded from Global Viewport, but not from Rendering (Camera Icon).

oh my gosh thank you i would have never found that

You would :) There is not other than try&fail process ... especially if you have something in Viewport render and not in final Render there is almost 99% chance that there is a mismatch in Outliner setting. You have to disable half of collections nad see if issue persists. If not, han the issue is in second group of collections. Like that half by half you will find the issue collection. Than just open hierarchy and check what is is off in Viewport and on in Render. It is very often issue here ... just practice :)


text:
object transparent in render
an object in my scene (actually multiple) are all transparent in render. this is because of the transmission box i have unchecked in the object properties tab

i have the box checked in order to not have it reflect off a glass pane in my scene
transmission off

transmission on

warning, the blend file is 200mb
another thing to add, sometimes when you open the file, there is a very bright light that seems to be originating from the chair in the scene. my fix is to select everything (because some other models appear black or glitched) then go into edit mode and back into object mode

Using a glass BSDF instead of a principled BDSF to portray glass fixed the issue.


text:
Real Snow addon crashing blender
im trying to apply snow to an object in my scene and every single time it crashes. i have a pretty good pc and i know for a fact that specs arent the problem because it worked just find in a fresh blend file. i also made a copy and deleted everything but the object and it still diddnt work. i have tried it on 3 different computers and they all crashed
blend file

Putting everything in a new collection and appending it to a new blend file worked


text:
#frame driver not tracking frame
I'm using the #frame driver on a value node and it keeps staying on 0 and never updating. I have restarted the blend file and reloaded scripts multiple times but still nothing.is there a fix for this?

which node are you using #frame

value node. but i just figured out the solution

i needed to delete the value node and add another one but my playhead needs to be on frame 0 while adding it and then #frame will work

you might be fallen in the trap i falled in often - the first time you add value you have to write "#frame"...but if you then change this e.g. to "frame/10", you have to write it without hashtag. But for sure your playhead has nothing to do with it....

wooot i didn't know that! amazing! thanks for the info chris!

@HarryMcKenzie As Chris said... that's because hashtag is a command for "add new driver", and what you put afterwards is the formula. So after the field is initialized as driver, you can write anything as if you were editing a driver - but without the hashtag, since it already is a driver. You could also enter #100 and it is a driver with the value 100 (okay, doesn't make sense without variable, but anyway). Or instead of right-clicking and choosing Add Driver you could enter a hashtag without anything else really and you have created an empty driver like you would with the context menu.


text:
remove reflection of light but keep surface reflective
I have a material in my scene that is reflective and it seems to be reflecting the source of the area light. I tried to find the ray visibility options but I'm using eevee so they aren't there. how can I fix this?
EDIT: I should probably mention I want to keep the roughness value of the material at 0 and I cant share the blend file because it contains many paid assets and its well over 100mb

In the light setting, try changing the Specular to 0.0

In the angle setting try narrowing to something that would not include the undesired area.

changing the specular of the light to 0 worked


text:
how to make drivers turn on and off at random
im making a scene where the visibility of these scribbles are controlled by the rotation of a controller object. its usable but i want the drivers to select which scribble is visible at random instead of there being an order. is this possible with drivers?

blend file

delete all your drivers.
Insert this into text file:
import bpy
import random

objects = ["NurbsPath", "NurbsPath.001", "NurbsPath.002", "NurbsPath.003"]

def showObject(obj, TrueOrFalse):
    obj.hide_render = TrueOrFalse
    obj.hide_viewport = TrueOrFalse

def randomVal():

    for eachObj in objects:
        showObject(bpy.data.objects[eachObj], True)

    val = random.randint(0,3)

    showObject(bpy.data.objects[objects[val]], False)

    print("----")
    print("val=",val)
    print(bpy.data.objects[val].name)

    return val != 0

# Add functions defined in this script into the drivers namespace.
bpy.app.driver_namespace["randomVal"] = randomVal

Run it once.
Then on Nurbspath visibility insert this as driver:

this works but how could i use an object to control what shows? (basically like using the x rotation of the changer object to make a random one of the paths appear and then being able to rotate it further for another random path to show) in simpler terms i need them to constantly being shown and hidden at random

normally this should change on every frame....doesn't it?

no it does not. here is what ive done so far https://drive.google.com/file/d/1IEpdTXvruECkI9IjX6Avf6uBMJ0xs5MQ/view?usp=sharing


text:
mouse cursor leaves blender window when using walk/fly navigation
whenever I use the walk/fly mode I cant move my cursor too much or else it will go off the screen on to another monitor. sometimes the viewport even appears upside down or some other odd way. is there some sort of box I can check to fix this?

Have you found a solution? The same happens for me. Blender 3.3 broke the feature in my environment.

nope. still searching


text:
model looks weird when removing loose and merging by distance
so I ripped these models from a game (legally) and they contain a whole bunch of loose geometry. problem is, when I remove all of it, the model looks very odd. playing with normal recalculation only gets me so far with getting the original look back. was wondering if I could get rid of this geometry while keeping its original look. cleaned-up model is on the left and targeted look model is on the right
heres the blend file. textures are packed
Edit : the clean model is with the normals as fixed as i could get them. to see what it looks like without adjusted normals, duplicate the right model, go into edit mode, select all, Mesh > Clean Up > delete loose. select all again and Mesh > Clean Up > Merge by distance

Not sure what you mean, maybe try a Object Data panel > Geometry Data > Clear Custom Split Normals Data?

wow, I didn't expect the answer to be that simple. that fixes it


text:
can i set a mesh's uv map for a specific image only?
I have a model that I want to manually increase the texture resolution of. since it was made for a game the textures aren't the best. my idea was I could manually remake the diffuse map but then I would have to manually remake every single map and I can't do that. I figured if I could have a UV map for the diffuse map and a separate UV map for every other texture then I could get away with only making the diffuse texture. I also tried to use ai to increase texture resolution with stable diffusion but that didn't work at all. so basically I have 2 questions; can I have multiple UV maps for the same mesh but different textures? and what is the best way to increase texture resolution (current texture is 256x256)

Unless you're using some kind of machine learning algorithm, you can't upscale an image texture. You can downscale if you have say a 8k resolution to 4k, but not the other way around. Lost data remains lost.

@Emir alright that's fine I'm ok with making it from scratch but is there a way to edit the UV map of the object only for a specific image map?

You don't need a separate UV map for a different resolution, as UV coordinates are multiplied by image's width and height. Your second question is not a good fit for this website, it's opinion based and it depends...


text:
blender running slow when deforming mesh with normal map
I have a pretty powerful pc that should run this perfectly but I'm getting a lot of lag when doing this. when I deform anything that has a normal map, it doesn't want to handle it very well and it even does this with no other textures besides the normal map. earlier I did mess around with the actual normals of the model but that doesn't seem to do anything when I replicate the issue on other models. in fact, they all get the same issue of not being able to handle a normal. I know this site really doesn't like performance questions but the reddit wasn't too much help
even this causes it to be slow

here is the blend file
let me know if textures are needed. although they really shouldn't be

Performance when deforming a mesh that requires normal information is slow for reasons mentioned in this report: https://developer.blender.org/T64458, but i can neither say if this is limited to eevee nor judge if a performance of ~5fps when moving or re-posing is lower than usual.

working great so far. thanks!


text:
cant write to ID classes in a specific context
im trying to make a script that makes a mix node and assigns a driver to the factor. so far i can only create the driver before receiving this error that keeps the script from actually configuring the driver

im still able to get the driver created with this but all the other parts of the driver are default.
with my very limited experience with python, i suspect its because of the if statement that the driver code is in.

again, im not 100% sure the issue is in here. so just in case, this is the whole script
import bpy
from bpy.types import Panel
from bpy.types import Operator

bpy.data.materials.new("Property Dump")
bpy.data.materials["Property Dump"].use_nodes=True
##### VARIABLES ##############################################
built=False
dump="Property Dump"
dl=bpy.data.materials["Property Dump"].node_tree.nodes
##### FUNCTIONS ##############################################
def build():

    prin=bpy.data.materials["Property Dump"].node_tree.nodes['Principled BSDF']
    outputnode=bpy.data.materials["Property Dump"].node_tree.nodes['Material Output']
    bpy.data.materials["Property Dump"].node_tree.nodes.remove(prin)
    bpy.data.materials["Property Dump"].node_tree.nodes.remove(outputnode)
    test=dl.new(type="ShaderNodeMix")
    test.location=(100, 100)

    def draw (self, context):
        layout = self.layout
        col = layout.column()
        col2 = layout.column()
        row = col.row()

#####
def main():
    global built
    built = True
#####
def fixDrivers():
    fix=bpy
#####
##### OPERATORS ##############################################
class op(Operator):
    bl_label="ok"
    bl_idname="create.operator"
    def execute(self, context):
        built=True
        main()
        build()
        self.report({"INFO"},
            f"Compiled! Happy Editing!")
        return {'FINISHED'}
#####
class op2(Operator):
    bl_label="ok2"
    bl_idname="create.operator2"
    def execute(self, context):
        fixDrivers()
        self.report({"INFO"},
            f"Ok the drivers should be fine now")
        return {'FINISHED'}

##### PANELS ##############################################
class Create(Panel):
    bl_space_type = 'VIEW_3D'
    bl_region_type = 'UI'
    bl_label = "Main"
    bl_category = 'Create Addon'
    def draw (self, context):
        layout = self.layout
        col = layout.column()
        col2 = layout.column()
        row = col.row()
        if not built:
            col.operator(op.bl_idname, text="Build Addon!", icon='MODIFIER')
        else:
            col.label(text="u can close this now")
#####
class octo1panel(Panel):
    bl_space_type = 'VIEW_3D'
    bl_region_type = 'UI'
    bl_label = "Info"
    bl_category = 'Create Addon'
    bl_options = {'DEFAULT_CLOSED'}
    def draw (self, context):
        layout = self.layout
        col = layout.column()
        col2 = layout.column()
        row = col.row()
        if built:
            col.operator(op2.bl_idname, text="Fix Drivers", icon='MODIFIER')
            bool=dl["Mix"].inputs[0]
            col.prop(bool, "default_value", text="Test Driver")
            col.label(text="Test Label")
            row = col.row()
            row.prop(context.scene, 'testbool', toggle=False, text='Test Bool')
            dtes= bpy.data.materials["Property Dump"].node_tree.nodes["Mix"].inputs[0].driver_add("default_value")

            d = dtes.driver
            d.type= "SCRIPTED"
            d.expression = "my_var + 0.1"

            v = d.variables.new()
            v.name = "my_var"

            t = v.targets[0]
            t.id_type = 'OBJECT'
            t.id = bpy.data.objects["Cube"]
            t.data_path = "scale[0]"

##### REGISTRATION ##############################################
classes=[op, op2, Create, octo1panel,]
def register():

    for c in classes:
        bpy.utils.register_class(c)
    bpy.types.Scene.testbool = bpy.props.BoolProperty(
        name='bool',
        default=False,
)
def unregister():
    for c in classes:
        bpy.utils.unregister_class(c)
    del bpy.types.Scene.testbool

if __name__ == '__main__':
    register()

From docs I see that FCurve.driver is readonly.  Now if I beat my head against the docs, I'll find a way to get an editable driver....

cant tell if this is sarcasm or not but im guessing its just not going to work for the time being

I'm seriously trying to be helpful, but don't know the answer yet.  If you read page https://docs.blender.org/api/current/bpy.types.FCurve.html and look at "driver" you'll see Type  Driver, (readonly).  readonly means a readonly variable that is copy of information that is not editable/writable/modifiable in that context.   There is probably another way access the changeable data through animation_data or some other means.  I just don't know the answer myself.

Ah. Thanks. I will look into that

It is not possible to modify blender data in a draw method. You need to make your logic happen elsewhere


text:
how can i limit the value of a node value?
I want the value of this node's y-location between somewhere around these 2 values (preferably using drivers)

what's the best way to do this? I plan on giving this to 3 other nodes as well

At the moment those are just typed in values - which can be easily limited by not typing something out of range ;)  The question is, in which way will these values change, where do they get changes from? Depending on the source of the variaton the solutions might differ.

first, i  recommend not asking "what is the best way..." because you have a high risk that your question will be closed. Better ask, "what are ways to..."

@Chris didn't know that. will definitely keep that in mind

i had to learn this the hard way too....my questions were closed in minutes ... ;)

you can clamp two values by this:

This is just an example.
The expression is
min(max(yourMinValue, valueToEvaluate), yourMaxValue)

or
clamp(valueToEvaluate,min,max)

result of my example:


text:
How can I select the keyframes on only the highlighted channel?
I'm currently working through a tutorial, and I've come across something that's a bit unclear to me. In the tutorial video, the instructor was able to use box selection in the graph editor while limiting the selection to the highlighted channel. It seemed like they had locked the other channels, but upon closer inspection, that doesn't appear to be the case. I attempted to reach out to them for clarification, but unfortunately, I haven't received a response.
Does anyone have any insights on how to achieve this? Your help would be much appreciated.
Thank you

A link to the tutorial and the time in it where the selection occurred would be helpful.

@JohnEason Generally I would agree, but here it is not necessary, that's a simple option in the preferences... (see answer)

@GordonBrinkmann I'm surprised it isn't available directly in the Graph Editor View menu.

@JohnEason Yeah... There is something confusingly similar sounding though in the Graph Editor,in the View menu you find "Only Selected Keyframes Handles", but this is just a visual thing probably to not obstruct the view with dozens of unused handles - but it does not change the ability to select the keyframes and/or handles.

@GordonBrinkmann Yes. I saw that! :^(

In the Blender Preferences under Animation > F-Curves, enable the option Only Show Selected F-Curve Keyframes.

wow that's the kind of option that should be available in the Graph Editor itself

@moonboots Yes, I don't understand why it's not. Or if it is, where it is hidden.


text:
Same material, different results
So I am building a scene, and I applied a simple gradient material to an object, and it wasn't behaving as expected, so I tried troubleshooting.
In the edit mode of the affected mesh, I added a plane, separated it, and applied all visual transforms.
Then I added a separate plane object and gave it the same material.
The new plane object behaved as expected with the material.
I can't figure out what's wrong with the object of the initial mesh that's causing the material to display incorrectly.
The two planes.
Original mesh with wrong shading on the left, and new plane with the expected result on the right

The shader graph

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

Some more information might be helpful - as @MarkusvonBroady shows in his answer, this can happen when you scale it in Edit Mode and did not yet switch back to Object Mode for the coordinates to be recalculated. But in your screenshot no objects seem to be selected and it is not apparent if any of those objects is in Edit Mode... so if the provided answer is not solving your problem, we definitely need more information what exactly is going on there (or even see the file as suggested).

It turns out it was probably a glitch in Blender. Blender ran out of memory and crashed. When I reopened the file, it somehow resolved itself. Thanks for the help

If you right-click on the Gradient Texture node, and choose Online Manual option, it will send you to the documentation page which says:

Vector
Texture coordinate to sample texture at; defaults to Generated texture coordinates if the socket is left unconnected.

Generated texture coordinate automatically adapts to the bounding box, to always have the minimum coordinate on each axis equal $0$, and maximum coordinate equal $1$, so it's just normalized coordinates. This is what you can see on the right plane, a gradient from $0$ to $1$.
I think the first plane is simply scaled in Edit Mode and hasn't yet had a chance to recalculate the coordinates, which will happen when you switch to Object Mode:


text:
Audio waveform visualization when animating in blender
So I'm trying to animate a scene and I was thinking, is there a way to see the visual waveforms of an audio in the timeline/dopesheet?
Editing in external software,- like premiere pro, makes it easy since you know what time a part of the audio starts by looking at the wave form of the audio channel.
I was wondering if Blender had a similar function?
Thanks

You can open the Video Sequencer, select the audio strip and enable Display Waveform:


text:
How can I change the rotation angle of numpad controls in blender?
I just have a quick question
How can I change the rotation angle of my numpad controls when in the viewport?
Numpad 2, 4, 6, and 8 rotate the viewport down, left, right, and up, respectively.
But I think it goes in 15-degree steps.
How can I tweak this to go at other angles other than 15?
Thanks

You can change the size of those increments in Preferences (Edit → Preferences), Navigation → Orbit and pan ⇾ Rotation angle.


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How to hide and unhide all objects within a collection
I don't know if this is possible in Blender, but I have a collection full of a bunch of objects. Some are hidden from the viewport, and some are not.
Now I want to unhide all the objects within the collection at once. Is this possible?
I thought selecting all the objects and clicking the viewport toggle, while holding down the 'alt' key would do this, but it didn't.
Any ideas?
But then again, with multiple objects selected, does holding 'alt' and clicking on a menu item affect all objects. I found some cases where this doesn't apply

If you press Shift and click on the Hide in Viewport option (eye icon) it will hide or unhide all the collection's objects

Or Right Click on a collection and select Visibility -> Show All Inside

Depends on what you want to do and what is the most comfortable for you. If you just don't want to see the whole collection in the viewport, click on the eye icon of the collection, no selection necessary and all are hidden in the viewport. But their individual toggle is still enabled, so if you move an object outside of the collection it would become visible.
If you want to make sure all individual toggles are disabled, you can hold Shift and click on the collection's eye icon (as @moonboots commented), this way the collection's eye icon and the individual toggles are disabled/enabled. Again no object selection needed. This is maybe useful if you want to disable almost all in a collection with many objects and only switch a few ones back. The Shift option works for the other toggles, too.
Then the most simple way of course is when you have all objects in a collection selected, just move your mouse to the viewport and hit H to hide them all. This way all the individual eye icons are disabled, but the one from the collection is not. Which means if you now move a visible object into the collection, it will stay visible although the others are hidden.
And then you have the collection's checkbox to include or exclude it from the view layer. Unchecking it will make the objects disappear completely from view and render and even in the Outliner's hierarchy at once.
However, this option switches all eye toggles back to enabled when you check it again. If you are working on a project and want to switch the complete collection on and off a few times while keeping some objects invisible in viewport, you need to use the Disable in Viewports icon (the monitor icon). This is not there in the Outliner by default, you have to set it in the Filter > Restriction Toggles options:

Here you can see the behaviour of the Hide in Viewport (eye), Disable in Viewports (monitor) and Disable in Renders (camera) toggles: the eye is just a temporary option which switches back if you switch the collection from exclude to include, while the monitor and camera keep their setting. By the way, this does not apply for the collection's eye icon - that one keeps its setting when switching between excluding and including the collection.

Another note: the shortcuts for hiding options (H to hide selected, Shift+H to hide unselected and Alt+H to unhide all) are just changing, as their names say, the Hide in Viewport toggles (eye), not the Disable in Viewports toggles (monitor).


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How to convert NLA Tracks to proper Actions?
I created 16 animations for my model using actions but some of my animations looks like this. How can I get rid of this NLA thing and make all animations as actions?

They are already actions. If you look closely, you will see that they have the same icon as any normal action.

If you open the Nonlinear Animation editor, you will see that they are just inside an Action Strip (2) in an NLA Track (1).

If you want to view the action, you can either isolate the NLA track that contains its strip by pressing the star icon of the NLA track (next screenshot), or select the strip and press Tab to edit the strip's action in isolation (last screenshot).

Note how the other NLA tracks become transparent.

Note how the active strip becomes green. Also, the keyframes of its action show up in the Timeline and other editors.

If you want to delete the strips, in the Nonlinear Animation editor, select all tracks, and press Delete. Just make sure the actions have a user (or a fake user), or they will be discarded when you close the file.

Thank you so much.

You're welcome!


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How do I add Rigify bones that arent generated yet to it's UI
I made a rig that I intended to generate a rigify rig with but I did not use the metarig preset to make the rig so I had to add all the colors and bone collections manually.
The thing is that when I was organizing the UI before generating the rig, I never had the option to add bone collections to it like tweak, IK, FK, ect. so when I disable the left arm bone collection for instance it will hide ALL bones relating to the left arm and i dont have the option to just disable the tweak or FK bones.
Would I need to remake the whole metarig using the metarig preset that comes with rigify or is there a way to fix it and re-generate the rig


text:
Ambient Occlusion not spreading outside specific area
Please excuse me if this is just not how AO works and I'm looking for something else but I want to know how to get my AO to actually cover this area for the wall material (The completely white material)

If I move the object intersecting with the wall back a little bit, you can clearly see that the AO is working but it never goes outside that area

I want to make the AO go beyond the exact point where it intersects with the object in order to make some edge imperfection with its material.
These are my Fast GI settings. Messing with them changed almost nothing

This is my node setup for the wall. Nothing much changed when I increased the distance.


text:
Direct volume pass as a mask instead of the volume's color
I'm using the volume direct pass for a smoke sim I have but that seems to give me the image of the smoke instead of a mask of where the smoke is and isn't so it becomes a problem when I'm trying to make a pass for purely black smoke. is there a way around this? Gray smoke and black smoke as examples
I know I could make the smoke white but that will effect the reflections on other objects in the scene

I don’t remember… does the smoke pass have an alpha channel that can be separated from it? It looks like it does from the preview.

@TheLabCat I'm not at a PC right now  to check, but as far as I know you're
right, this should be alpha transparency. It uses the max bounces for Transparent, which is for alpha channel transparency. But of course it needs to be rendered over a transparent background. desperrrr: VolumeDir only shows (like DiffDir for diffusion) the direct color, not any bounced light (that's the "...Ind" channels) or transparencies (that's the alpha channel).

I clicked the display alpha channel in the top right and the whole thing turned out white although i have figured out a makeshift solution which i will write an answer for once i have some time

@desperrrr Sure everything turned out white. The Alpha output shows the tranparent areas of the image, not just the smoke. That's why I said you have to render it over a transparent background: smoke alpha. Then you can use that alpa to put something else in the background: replace alpha


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How can I get variation in a carpet texture
I'm using this image as reference for what I want my carpet to look like:

The carpet has a lot of variation as most carpet does especially in the bottom left corner. I want to know how to turn a normal carpet material into one that has the detail of the one in the image but all the textures I found online don't have anything like it so I would assume its procedural or a particle system.

Perhaps a useful video: Youtube: Blender Guru: How to Tile a Texture Without Repetition - Blender Tutorial

A noise texture with a very small scale value being used to run a brightness value might do what you want.

Yes, add noise, please share just one of your objects, like the floor, so that we can tweak the material

i found a material that suited my needs and should look similar to the picture with some added noise
https://3dtextures.me/2020/03/25/fabric-rug-006/


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tearing in object using displacement map
im working on an object that has displacement. it has 4 sides that will be seen. the 2 long sides and the 2 short sides. the long sides have materials separate from the short sides although they are going for the same look. i gave the short side displacement but now it has these black tears and artifacts. how can i fix this?
blend file

You can fix it this way:

Apply the scale of your object in Object mode
Right click > Shade Smooth
In Edit mode, recalculate the normals with ShiftN
Create some vertical loopcuts
Bevel the angles of the object, with 2 segments for example
Mark the seams on the edges that won't be seen in your render, U > Unwrap with the Conformal option in the Operator box:

Select Material.002 in the Material panel because this is the one that has been assigned to your faces (the one on the right side has Material.003, so change it to Material.002)
In the material bring back the Mapping Rotation values to default (0°), choose 3 for the Scale for example
Change the Subdivision Surface modifier from Simple to Catmull-Clark, otherwise you'll have a separation of the displacement on the angles. Disable the Adaptive Subdivision option. Choose a subdivision level of 3 for example
Lower down the Displacement scale at 0.5 for example


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how do i effect a single finger with gradient weight painting instead of the whole model
im trying to give each bone on this model a manual weight paint. im using the gradient tool to give it a paint but that gives the whole model a paint instead of a specified area (like masking) making me have to manually remove all of the paint on the other fingers. is there a way i can make the gradient tool only effect a single finger?
Blend file : https://drive.google.com/file/d/1wRpmO1wKfbsdcmDQ6JxemHRVYY_-QJ9W/view?usp=sharing

still looking for a solid answer to this but i found a makeshift solution. using the gradient tool on subtract mode seemed to work pretty well when i dragged it over the unwanted weight.

You can use the Face selection masking or Vertex selection masking to do that. It is possible to do the selection in Weight Paint mode because you get the Select Tool there as well if you enable selection masking, but it is maybe even easier doing the selection in Edit Mode:

Select the faces or vertices you want to be affected by the Gradient Tool (sorry for this strange hand):

Go into Weight Paint mode and either enable Face selection masking or Vertex selection masking (you'll see the Select Tool appear then as well):

Now you can use the Gradient Tool and only the selected faces or vertices will be affected. Since you paint weight onto vertices, of course unselected faces connected to selected ones might show some weights, too, because they share vertices.


text:
facial rig geometry overlapping
so this basic mouth rig i made was only made so i could make mouth expressions and save them as separate models. but when i made this model, some geometry was overlapping and it stayed that way no matter how much i moved the bones on the mouth. how can i fix this?
Blend file : https://drive.google.com/drive/folders/1P-QMY0RuMjOokCFjOIL7GTMlD1jFxsBA?usp=sharing
(if textures are needed then let me know)

ok so i just realized this is a stupid question. the answer is to just do a better weight painting job


text:
how can i make an operator delete itself when executed?
i have this script here. im trying to make the operator button remove itself from the n-panel once its clicked
import bpy
from bpy.types import Panel
from bpy.types import Operator
#####
def build(self, context):
    temp_var=bpy
#####
class op(Operator):
    bl_label="ok"
    bl_idname="create.operator"
    def execute(self, context):
        self.report({"INFO"},
            f"Compiled! Happy Editing!")
        return {'FINISHED'}
        build(self, context)

class Create(Panel):
    bl_space_type = 'VIEW_3D'
    bl_region_type = 'UI'
    bl_label = "Create Addon"
    bl_category = 'Create Addon'

    def draw (self, context):
        layout = self.layout
        col = layout.column()
        row = col.row()
        create=col.operator(op.bl_idname, text="Build Addon!", icon='MODIFIER')

classes=[op, Create,]
def register():

    for c in classes:
        bpy.utils.register_class(c)
def unregister():
    for c in classes:
        bpy.utils.unregister_class(c)

if __name__ == '__main__':
    register()

build() is just temporary. later, it will build the addon with all the properties it needs once the operator is clicked which i think i have under control. all i need to know is how to make the operator button delete itself.

why don't you just use an if statement for the col.operator statement? something like if already_built: col_operator...and in the execute function, just just set already_built to True

im not sure how to format that exactly. could you write it in an answer?

import bpy

executed = False

def main(context):

    global executed

    context.active_object.scale.y = context.active_object.scale.y * 2
    executed = True

class SimpleOperator(bpy.types.Operator):
    """Tooltip"""
    bl_idname = "object.simple_operator"
    bl_label = "Simple Object Operator"

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

    def execute(self, context):
        main(context)
        return {'FINISHED'}

class HelloWorldPanel(bpy.types.Panel):
    """Creates a Panel in the Object properties window"""
    bl_label = "Hello World Panel"
    bl_idname = "OBJECT_PT_hello"
    bl_space_type = 'PROPERTIES'
    bl_region_type = 'WINDOW'
    bl_context = "object"

    def draw(self, context):
        layout = self.layout

        obj = context.object

        row = layout.row()
        row.label(text="Hello world!", icon='WORLD_DATA')

        row = layout.row()
        row.label(text="Active object is: " + obj.name)
        row = layout.row()

        row.prop(obj, "name")

        if not executed:
            row = layout.row()
            row.operator("object.simple_operator")

def register():
    bpy.utils.register_class(HelloWorldPanel)
    bpy.utils.register_class(SimpleOperator)

def unregister():
    bpy.utils.unregister_class(HelloWorldPanel)
    bpy.utils.unregister_class(SimpleOperator)

if __name__ == "__main__":
    register()

result:

Explanation:
I used a global variable (executed). I set it to True, if you press the button. At start it is False. In the draw function i only show the button (row.operator) if not executed (executed == False)

For demonstration purposes I guess it's fine to use global variables in this case but it's best to avoid them whenever unnecessary :) http://wiki.c2.com/?GlobalVariablesAreBad I wonder though if it is possible without global variables?

@HarryMcKenzie: for sure!


text:
make child bones ignore parent transformations
(please excuse the bad explanation I'm in a hurry to type this) I'm trying to have child bones not be affected by parent bone so it would be easier to make specific animations like walking or pushing something. I will attach textures later if needed, but if more info is needed besides that, let me know asap. (in the final picture, the red dotted line shows parent relations and the bones pointed to with blue text shows the child's bones)

To clarify, are you the one making the rig and you ask how to make a rig that allows that, or is this a rig someone else made and you ask how to use it?

The rig is mine but the model was ripped from a Nintendo game. Nintendo allows use of all copyright assets as long as no revenue is made. I deleted the original rig (because it sucked) and made this one

Ok give me some time to write an answer

Since you have an IK, it should be relatively easy: just set the IK controller's parent to the root instead of the hips.
BUT, ideally, you want to be able to use both depending on the situation. In which case, you also want to add Child of constraints to your IK controllers, pointing to your hips controller. Then you can turn that constraint on and off via its weight:

If you want even more control, you can even use separate Copy Location and Copy Rotation instead of Child Of, so that you can define what influences your location and rotation individually.

to anyone else looking for the answer to this, once you apply the child of constraint, if the leg seems to move twice as much then check if the bone that was given the constraint is parented to the bone youre rotating. if so, press Alt + p and click clear parent.
and if the target bone for the IK moves along with any new transforms, give the target bone the child of constraint as well and mimic any edits you make of the foots constraint to the target bones constraint. then clear the parent of the target bone and parent the target bone to the foot

Or just do as I described? :o


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why could a rig need "bone end" bones
I have a rig where the end of most bones has a bone on the end that does literally nothing and its labeled BoneName_end and I have no clue if there is any scenario where I would need that or not. would appreciate it if someone could check it out
here is a picture with the _end bones selected

Some 3D softwares don't use bones as rigging system, they use "Joints" instead. You can think of a joint as the Head of our bones (which acts as pivot point of rotation and scaling).
As long as you work with softwares using bones (like Blender, Unity, Unreal Engine) there's no need of end bones, you can delete them.
If you were to export your rig to a joints based software, and then reimport it into a bone based software, there would be a missing information about where exactly would be located the tail of the last bone of the chain, and that's the information carried by end bones.
Even if you have deleted end bones, when you export an FBX from Blender you can tick the option "Add Leaf Bones", to recreate them.


text:
How can I make my texture loopable on a cube
I'm trying to put this loopable wallpaper on this wall and no matter how i mess with the UVs, i cant make it loop. is there some other way to do this?
here is the blend file

As you can see if you select the 2 orthogonal faces, their UVs are not adjacent in the UV Editor, they overlap, therefore the image doesn't adjust:

You can select the face ring and simply U > Unwrap:

The texture will follow all around except where there is a cut. But you can scale up or down the UV faces until it adjusts:


text:
how to close 2 edges on a mesh
I'm trying to merge these 2 edges together to close the leg when it tries to bend. I have tried selecting all and merging by distance but that didn't work. basically, I deleted this part of the leg a while ago by mistake and I'm trying to re-merge it with this newer version of the model from an older version and I can't get it to truly merge with the mesh.
I'm aware my weights are incomplete im going to fix that later
here's the blend file

You have (at least) two options:

Just select the edges of the upper and lower part you want to connect and choose Bridge Edge Loop (CTRL+E) > Bridge Edge Loop).
Since I can't see here exactly how your mesh is constructed, and the vertices may have (almost) the same position, you can also use Merge by Distance. If you choose this option, you may have to adjust the Merge Distance individually (M > Merge by Distance). But first limit the area to which this should be applied by selecting the corresponding vertices.

Here you can find a more detailed description of  Bridge Edge Loop and Merge by Distance.


text:
how do i put a blanket over my character
so I have this scene where my character is supposed to be in a bed. but I can't get the blanket to go on top of the character like she's laying under it. I tried rigging it but that didn't really work
blend file

You need to create a second bone that will influence the rest of the blanket, otherwise the only bone you've created will have full control on the vertices of its group, even on the ones that are part of the group at a very low weight.

To invert the vertex group, duplicate it then in Weight Paint mode > Weights > Invert:

can i also use 3 bones? :D

as much as you want but bone price has dramatically increased  :/

This damn Putin! He is guilty for that price explosion....!!!!! Even bones for a free software....I cannot believe...who stops this guy!?

yes I've heard he's doing it for bones  :/  empties are getting cheaper though, time to buy some

And suzannas? how are the prices developing for suzannas? I am thinking about investing in lot's of suzannas....

yes Suzanne seems to be the last NFTs craziness, Kim Kardashian has bought thousands from what I head

Dang!!!! BOUGHT 5000..!!!! Maybe in a few weeks i am richer than Jeff B. :D

ive never seen a comment chain this funny on this website. also how do i make a bone have the exact opposite influence as the first like picture #2 shows?

@desperrrr, yes we are the Laurel & Hardy of BSE. I've edited my answer


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how to delete individual objects placed with the scatter objects addon?
i used the scatter objects addon (it comes with blender) to scatter city buildings and there is this 1 building thats just so out of place and i want it gone but all the scattered objects are the same object and also clones of the original so they technically dont have any geometry
here is the blend file

This addon creates a new object made of a series of triangle meshes on the surface of the target object, and this new object has its Instancing > Faces enabled so that it creates a duplication of the desired object on each triangle. To remove some of the instances, select the object, switch to Edit mode and remove the triangles you want.


text:
how to set keybinds to disable in viewport and render blender 3.0
I'm looking for a way to set keybinds for disable in viewport and disable in render because I have a ton of selected objects that I would like to disable all at once. I cant find the option for these 2 in the keymap tab in preferences and there isn't an assign shortcut option when I right-click the icons. How do I do this?

The easiest option would be - but that's not working very well if you are using different collections to structure your scene - to put all objects, which you want to be able to hide all in viewport and render at once, in a single collection and then disable this with the checkmark in the outliner. Just note: if you have hidden objects in this collection by using the eye symbol, they reappear as soon as you enable the collection again. The eye symbol is a kind of temporary hiding. If you want some objects to stay hidden no matter if the collection is enabled, you have to use the screen symbol.

Disable Visibility of all selected object
Alt Left Click the button

There are no shortcut on default, you need make a addon to do that.


text:
how to make mesh mask an image
I'll try to explain this as best possible. I'm trying to make a mesh mask an image like the galaxy skin from fortnite. how can I do this? I want the image to be only visible where the mesh is as you see in the skin
here is a sample of the scene im working on. im trying to get the jacket to act with the image in the image editor as the galaxy skin acts with the galaxy image
all textures should be packed

If you are referring to the small stars in the body, you can do that using the Window or Camera output from Texture Coordinate node as input in your texture:

Result (using Window as input):


text:
how can i extend a beveled object in a different direction?
I have a beveled object (the molding on a wall) and I want to take the | shape that its in and make it into an L shape to fit an L shaped wall. I have tried so many things and I'm just dumbfounded at this point. how can I do this?
here is the blend file

You can do it with curve:
Create your L shape, to have an orthogonal shape, select your curve vertices, press V > Vector. Create the profile you want with a second curve. Select your first curve and in the Object Data panel > Geometry > Bevel > enable Object and Object > select your second curve:

how do i get the end of my curve to connect to the beginning to complete the L shape?

select the tip vertices and press F (fill)


text:
object with displacement map looks low poly
I have a beach scene here and when rendering in cycles, the sand at the front looks very low-poly even with smooth shading. I turned off the displacement map but that also took away the bumps in the sand. the plane has a lot of geometry and it looks fine in material preview and Eevee. what am I doing wrong?
all textures are packed
blend file

It seems like you simply have too little geometry on that plane. That it looks better in Eevee seems to have to do with how shadows are being handled: there is far less contrast, so it's harder to tell if the vertices are low-poly.
Try increasing the amount of subdivisions of the beach.


text:
objects clipping really far away
I have an issue where the windows for a buildings windows keep clipping but they're really far away. I tried adjusting the camera clipping length but it didn't do much. how can I fix this?
blend file

are you sure that the faces are not overlapping?

Maybe your Clip End is not high enough.

There's a separate setting for clip start / clip end that's just for the 3D viewport. Press N to bring up the right side panel and go to view; at the top there should be the settings for it along with focal length.


text:
How to slow down particles following this curve?
My particles following the curve but is there any way to slow their dynamics at the tip of my curve?


text:
Water isn't flowing

Created the liquid domain cube. Domain type is liquid.
Created a fountain as effector.
Created a sphere. Fluid type: Flow type: liquid: Flow behaviour: inflow. Then I also made sure that the "Use flow" box has a tic mark.
I selected all the objects and scaled them.
Increased water resolution.
At first the water flew but since the resolution was greater than before, I selected frame dropping. Then resumed the animation time-line.
Result: At first water flew a bit but got stuck at a position.
After that, to fix the issues I reselected all my settings and rescaled the dominant cube and tried to solve the issue.
Result: This time, there's no water coming out of the sphere :')
Question: How can I fix this?

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

@moonboots This is normal behavior when the simulation is not baked and you use frame dropping for playback, no need for a file.

When you have set the Domain to Cache > Type > Replay (which I guess is the case here, although you do not mention it), then the simulation is generated "on the fly" while you are playing it the first time. The next time it can play faster if it is already in the memory.
However, changing values erases the memory and makes Blender recalculate the asimulation again. But if you set Playback to Frame Dropping because you want it to play faster, then the simualtion has the problem: each frame is simulated based on the result of the previous frame. If frames are skipped, there is no simulation data to carry on with.
So in order to playback a simulation with Frame Dropping enabled, you have to either let it run slowly at first so that all frames can be calculated and are available in memory or switch the Cache > Type to Modular or All and bake the simulation before playing it.
But note, even with pre-simulated or baked fluid, with high resolutions even Frame Dropping might not get you real-time playback.


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Is it possible to place a camera view from the 3d viewport in the video sequencer?
I am a beginner at blender so please bear with  me.
I am looking to bring together a video in blender made of multiple camera cuts as well as other graphics such as text and audio from outside blender. I thought i would be able to use the video editing capability built in blender to cut between multiple 3d viewport cameras.
Is it possible to bring 3d viewport cameras into the video sequencer?
I somewhat understand the idea of using the different scenes and how that can be used. I think i only need one scene though. I cannot find a way to put a camera view from the current scene into the video sequencer.
I am running blender 4.0.1
Thank you for you time and assistance!!

Hello, I'm not sure to understand, the only things you can put in the Video Sequencer are images, sounds and video, if you want to put something from your 3D view you need to render the 3D view animation first, but you should better use another file to manage the Video Sequencer, it's a bit confusing to mix 3D scene and video editing in the same file imho

You might only need one scene for your project, but in the Video Sequence Editor you can only add scene strips of scenes that are not the one you are editing the video in. I explain it a little bit in my answer to this question: Tracked footage renders but not the 3D object


text:
Background from Animation not rendering
I just need help on rendering this animation, where the background picture just doesn't show up when rendering. Can someone help me? I'll send pictures.

As can be seen in your second screenshot, you didn't enable transparency for your render. The Transparent checkbox is under Render Properties > Film.