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Rotate an object in the confinements of another object? (Paddle, Oar)
So in my case I have an oar and a brace, that the oar goes into. I want to animate the oar in a rowing motion. However every time I rotate the oar it goes out of the confinements of the brace. Is there any way to rotate the oar in a clockwise rotation without it going outside of the brace? The brace is basically just an extruded circle.

put the origin of the oar at the brace position, where the rotation center is supposed to happen, or parent the oar to an empty that is at the position of the brace. Also you can limit the rotation so that it doesn't go too far. But maybe show some pictures?

Would you mind explaining the steps you suggested above I'm new to blender, see I parented the oar to the brace. I've tried to find a way to get the child to move with the parent but have had 0 success.

To make the animation you could first put the origin of the oar at its rotation center. Then create a Curve > Circle where the oar is supposed to point towards. Also create an empty that will rotate around this curve with a Follow Path constraint (keyframe the constraint Offset value). Give the oar a Track To constraint with the empty as Target. The oar will follow. If you want to duplicate the whole thing, parent everything to an empty, and duplicate.

To put the origin at the right position: Select the brace vertices in Edit mode and press ShiftS > Cursor to Selected. Select the oar in Object mode and right click > Set Origin > Origin to 3D Cursor. Now the origin of the oar is where the rotation center is supposed to be.
The Track To settings:

You could also make an empty rotate around another empty but the movement will be always circular, while with a curve you'll be able to edit and change its shape if necessary:

It worked. Thank you so much for the help, really appreciate it!


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How to make this colorful shiny bubble in blender2.8? (iridescence)

I want make something like this but have no idea

Hello, what have you tried? Is this to be in Eevee or Cycles? What have you done so far? Edit your question and add  you current results (node setup and render) please so that others can see what you are currently having problems with. Thanks!

You could use a shader like this. I find it works best with the Blend Mode set to "Alpha Hashed" (highlighted). I also found equally pleasing, but different results by using different inputs for the ColorRamp Leading to the Emission. The ones I found to work best are Position, Normal, Tangent, True Normal, and Reflection (also highlighted). Make sure bloom is enabled for the full effect. Make sure to rotate around the sphere as well, as the colors change based on position.
If you're wondering, the Noise Texture I used as a displacement is just to give it a bit of a "warped bubble" look to make it look more natural and to show off the colors better.

Thanks that help me a lot

source: Stack Exchange

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

sort: votes


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Why I cannot see object from certain location? (Glass in Eevee)
If you see in the image below, then that particular glass jar has liquid visible from front but not from the back. I am using eevee.
Options under screen space reflection, refraction all are turned on.
The file link is here. Couldn't add on stack exchange as it exceeds 30mb https://drive.google.com/file/d/1wwzQwqlR2s7uLsIywxNqTIBqOfGMkPOq/view?usp=sharing

Oh boy, transparency and EEVEE again. Well, let’s go through the pre check. Are any materials set to Alpha Blend? Are your normals properly calculated? Do you have any faces in the same position as eachother (causing Z fighting which looks like an animated scratchpad in Solid view)?

Hi. So yes I have set that jar glass and liquid to Alpha Blend. Normals are all good. No faces in same position too. I scaled down the liquid too and checked by rotating around

pls provide blend file - else - as TheLabCat tried to do - we can only guess around - so your information you gave us isn't sufficient

@Chris the file is added now..

@Jehan Alpha Blend typically has failed with situations like this, where one has multiple faces lined up, some in the same object. Use Alpha Hash instead.

@TheLabCat I am going to download the file again and see what I get after your and moonboot's solution because after I applied the solution, I can't go back to the state when it disappeared LOL

Alpha Hashed didn't help though :/

From what I know, for the moment in Eevee, through an object that has its BSDF Transmission activated (or that uses a Glass node), you can't see another object that has Alpha Blend or Screen Space Refraction activated. So you need to either turn off these options for the liquid, or, for the glass, you can use a mix between glass (your current setup) and Transparent, with an Input > Layer Weight (Facing output) as a factor. It's not perfect but all this is due to Eevee's limitations:

Before:

After:

Edit: As you mention, another solution, in your case, would be to join the objects, as it's not a problem here that the liquid appears in front of the glass:

That said, in some cases, as this last solution makes the liquid appear in front of the glass, it won't work:

See what switching the liquid to opaque, as I recommend, will give (as a side note, the liquid is now opaque but the reflection of the HDRI gives the false impression of transparency):

Thanks as always man :) This worked. However, I found a very weird solution. I selected all 3 meshes, joined them and then separated them. LOL. it worked!

oh yes, that's a nice idea! Wow that's weird that it's still working after separation.

Yeah. Dont understand the reason though but it worked :/

@Jehan What I would have guessed is that when combining objects some settings like modifiers, auto smooth etc. that were different in the separate objects before are now all the same as soon as you merge them, and they stay the same once you separate them again. However I couldn't find those settings that might make the difference. It's not the modifiers or otherwise coyping them should do the trick as well... auto smooth settings was the same on both objects before, the individual materials stay individual after joining, visibility settings were the same before as well... I have no idea.

@Jehan It's really mysterious. When I tried to reproduce your result with joining and separating the objects I selected the liquid first and then the bottle, hence joining the liquid to the bottle. Now I tried it the other way around, joining the bottle to the liquid. It still works as long as it's one object - but if I now separate them again, it goes back to the way it was before with the liquid disappearing. I would really really like to know what makes the difference.

Hey Moonboots thank you for elaborating more :) @GordonBrinkmann did you look at it if the material slots are not copied in all objects??

@Jehan I did. It works like this in Blender, if you have 10 different objects with 10 different materials, join them into one object it's now one object with 10 materials. If you now separate them by loose parts for example, you have 10 objects again, but now they all have the 10 materials. They are just not assigned to any faces except for their original material.

Ok!!! Yes you are right. What we select first matters here. I checked on online manual also to see if I am missing anything..I am also clueless as how it worked!

Let us continue this discussion in chat.

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What is Blender 2.8 alternative to ctrl+shift+alt+c? (Set Origin in 2.8)

I don't understand how i can move the orange dot which is my origin to the center of my active object? I could do this before in blender 2.79 with CtrlShiftAltC and it was BEYOND useful. Now my whole workflow has slowed to a glacial place because I cant figure out how to centralize the origin point to my active object NOT to the center of the whole model?
I need the active point to be in the middle of the highlighted object (building on the top left).

Header menu > Object > Set Origin > Origin To Geometry. And if you right click on this function you can add it in your Quick Favorites. I don't know why they removed the shortcut though.

Maybe a shortcut that contained 4 keys should not be a default assign keymap, although it is used pretty often?

They could have simplified but I thought it was ok, and anyway it's more convenient than the header menu. Same thing for the Timeline, they have removed S and E to set the start and the end, which were pretty convenient. But I guess all these things will come back eventually

GOD BLESS YOUR SOUL MAN!!!!
It worked!!!

@moonboots Wait...you can use S and E to set the timeline? No wonder they remove it from short cut, if no one mention it i will never know that fact

Besides the approach described by @moonboots you can also edit the keymap and reintroduce the shortcut. You can find the keymap in Edit > Preferences > Keymap.
Navigate through the shortcut hierarchy 3D View > Object Mode > Object Mode (Global). Scroll to the end of the existing shortcuts and click on + Add New.

Then configure the shortcut by setting the identifier to object.origin_set which is the operator and select the type from the dropdown (Origin to Geometry). You can choose whatever key combination you like, just make sure that it's not already used for something else in object mode.

great! But I guess it's rather 3D View > Object Mode > Object Mode (Global)?

@moonboots yes you're right. Fixed it.

There's another option (the one I use): enable the shipped add-on 'Pie Menu: 3D Viewport'. It includes a ShiftAltO Origins pie, giving you choices of where to place object origins.
It works on single or multiple objects, even from Edit Mode. (Although it chucks you into Object Mode when done)
It will all be less relevant soon .. in 3.81xxx, we can transform object origins.

wwow nice thanks

If you press W you have bunch of useful options including origin settings.


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How should I make this curly cupcake icing? (Ice Cream)
I've been working on a cupcake, but there is a problem in the icing.This question was closed, but the answer which I was recommended does not answer my question. I have edited it so it can be reopened. The result in the other question doesn't look close to the one in the reference with a lot of curves in it attached below: The orange icing has some really detailed curves. I've tried almost everything, from using a bezier curve modifier on a mesh, or trying to stack layers on top of each other, but without a resemblance of the reference. And also the materials, I tried subsurface scattering but I still don't feel the soft paste look in the materials. Please help, can't I get the same result in 3d? Or is it impossible? I really need help in this. I have tried a lot of things in the past few days. I have not found an answer that gives a result similar to the highly detailed and realistic loook of the icing in the reference. Thanks in advance.

I was recmmended to edit this question so it would be reopened, and I hope that the details are sufficient enough.

I appreciate this question, even though I think the linked answer should be recognized somewhere

Have you tried the Curve modifier +Array modifier approach with Displacement modifier along the Z-axis? Make the curve form a spiral upwards, scale the tip (Alt+S). Duplicate it if needed to fill gaps and make the cream overlap. The texture for the Displacement is a Cloud with default values. Result => https://i.sstatic.net/WelCT.jpg The AO node in the shader is for Eevee to enhance the shadows a little. It's not needed for Cycles. -- Oops, Displacement > Direction should be Z not Normal. It's correct for Star, but wrong for Star.001 in the screenshot.

the video that is linked in the other question may help though: https://www.youtube.com/watch?v=s1xxckEa_FA

@Blunder Thanks for the help.

You could create a Curve > Curve Spiral > Archemedians (you need to enable the addon called Add Curve: Extra Objects). Also create the profile (like a 4 pointed star or more):

In the Properties panel > Object Data > Geometry > Bevel, click on Object and choose the star as Object:

Twist the profile, play with the spiral, you can change its vertices Radius or Tilt value in the N panel. Once you are glad, convert your object to mesh, select some vertices with Select > Select Random and move the vertices:

Material setup:

Thanks a lot! I was really looking for such a result. Again, thanks a lot!

Nice material, too.

thanks Robin  ;)  that's the hard part actually

@moonboots by the way, can you add a picture of the material setup?

@ Chaudhry Yousuf, sure, done

@moonboots Thanks!


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Split (shortcut `y`) face to limit loop cut?
I was trying to vertically-cut only one face like the screenshot blow. I remembered that I saw a man of a fairly large Blender channel on YouTube using split (y) for that. Basically, he was creating a window on one side of the wall of a room by adding two lines vertically and two lines horizontally using loop cuts. But before he was using loop cut, he selected the wall (one face) and pressed y.
I created a plane and then added two horizontal loop cuts. Now I had 8 vertices. But when I selected the middle face and pressed y, the number of vertices became 12. Does this mean that there are duplicate vertices on the same places? I searched Google for a way to limit the loop cut and people were suggesting "subdivide". So, I created the same shape as the screenshot below by both 'y' + loop cut, and subdivision. The former resulted in 18 vertices, the latter resulted in 14 vertices.
So, in short, was it a good idea to use "split" (y) as the YouTube presenter to limit the loop cut to one face?

Using Split faces does create double vertices.
You can easily merge them after adding your loopcuts.

Split faces Y
Add loopcuts
Select All A > Merge by distance Alt+M


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How to move the camera diagnoally far away?
When the camera is at the white position (the default position when you create a new Blender file), how can I move the camera to the red position, while seeing the same place? I know I can press g to move the camera, but none of the "x", "y", or "z" axis will do this.

Move on Local Axis
You should double tap the Z key in order to move the camera in its local axis.
So the key sequence is G, Z, Z again.

.. if the Transform orientation is set to 'Global'. If it's set to anything else, GZZ reverts the orientation to Global... I think I preferred it the old way ...

An alternative to grabbing on the local Z axis would be to go into camera view with Num 0, entering View Navigation with Shift + ` (in 2.8+) or Shift + F (in previous versions), then using S to fly backwards.
This has the added benefit of being able to look around with the mouse at the same time and adjust horizontal positioning with A and D, though that may be undesirable if you don't wish to rotate the camera and accidentally move the mouse.


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Make a line animation that is thicker at the start and thinner at the end?
At 00:40 to 00:42 of the following YouTube video, a line that is thicker at the start and thinner at the end is moving along a path, as if you move a fireball. This is a Blender tutorial channel, so this is probably made with Blender, but there is no tutorial for that part. https://www.youtube.com/watch?v=saxpjudV_88&t=40

How can I make it like a thinning line like the video above?
PS: This is the animation I made after learning from the accepted answer: https://i.sstatic.net/paLDr.jpg

You can do it with curve only or with mesh and Curve modifier:
- With curves only:
Create your line curve, create a second curve that will be your taper, make it flat with V > Vector, rotate it slightly on the Z axis in Edit mode, the rotation angle will give the thickness of your line, i.e. the difference between its minimum and maximum radius. Now choose this second curve as the Taper Object of your line:

If you enable the Map Taper option and play with Bevel Start and End values you'll be able to animate your line:

You need to play with both the Start and End values if you want the line to follow along the curve:

Settings at frame 0:

Settings at frame 20:

The file:
- With mesh and Curve modifier:
Put the cylinder at the same point as the curve's origin, and make sure that the curve's direction is good, if not, go in Edit mode and right click > Switch Direction:

Give your object a Curve modifier with the curve as Curve Object, then animate the cylinder along the X axis so that the mesh follows the curve.

Thanks, but there is one big problem. Using the bevel method, the line is just growing like this https://imgur.com/iwES1A0 , not moving like the YouTube video https://www.youtube.com/watch?v=saxpjudV_88&t=40 . Also, pressing v had no effect on my Blender. It would be helpful if you explain how to adjust the "taping" (thin/thickness control) in more details (how to make thicker/thinner).

Animating both Bevel Start/End does not give me the move effect I need, because the moving line's end did not get any thinner.

I've edited my answer, does it answer?

Yeah, after inspecting your example file and some trial-and-error, I could achieve the same effect in a new Blender file.


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GPU Rendering in Cycles crashing blender (Mac)
I've been experiencing loads of crashing while rendering lately, and after doing some testing I've finally isolated it to the GPU rendering. As soon as I change to that from CPU, blender goes down. This is odd, because I did a whole project (cgmastersnet Corvette course) with it on and had zero crashes. I have not updated Blender since then.
I found a thread about this on blender.org ->
https://developer.blender.org/T53945
They seem to be saying it could be an issue with MacOS High Sierra  (I am not running High Sierra, I am running Mojave 10.14.) This is my system:
Model Name: iMac
Model Identifier:   iMac14,2
Processor Name: Intel Core i5
Processor Speed:    3.2 GHz
Number of Processors:   1
Total Number of Cores:  4
L2 Cache (per Core):    256 KB
L3 Cache:   6 MB
Memory: 32 GB
Boot ROM Version:   IM142.0130.B00
SMC Version (system):   2.15f7
Graphics card: GeForce GT 755M

And this is my Blender
2.79 - 2017-9-11

I'm wondering if others have solved this issue. I'm confused on what might have changed (other than the project - which is far simpler than a corvette).
I tried removing any recent add-ons I have used in the past few weeks, saved prefs and restarted, but the crash still happens.
Not sure what other info I can provide, please let me know. For now seems I am stuck with CPU rendering, which is a bummer.

The question is off topic. It's about a bug. It seems it might be that the bug is not even in Blender but probably in the OS or graphics drivers.

Possibly related: https://blender.stackexchange.com/q/128693/599

Normally this sort of question would be closed as off topic/bug report, but I think this is a notable enough problem that it's best answered here.

Apple has recently disabled OpenGL and OpenCL on their platform (see Mac Pro Tower - Sapphire Radeon Rx580 is really, really slow), and (though I haven't found an official statement from Apple) it appears Nvidia is blaming them for lack of CUDA support as well:

Developers using Macs with NVIDIA graphics cards are reporting that after upgrading from 10.13 to 10.14 (Mojave) they are experiencing rendering regressions and slow performance.
  Apple fully control drivers for Mac OS. But if Apple allows, our engineers are ready and eager to help Apple deliver great drivers for Mac OS 10.14 (Mojave).
Apple's recently released macOS 10.14 (Mojave) does not support CUDA. For CUDA developers who are on macOS 10.13, it is recommended to not upgrade to Mojave. Developers may not be able to use Xcode 10 to build GPU applications or run CUDA applications. Both macOS 10.13.6 and Xcode 9.4 support CUDA and work great with CUDA 10. NVIDIA is working with Apple to get Mojave to support CUDA.

Long story short, GPU rendering support on macOS has been poor for some time now and doesn't show much sign of improving in the immediate foreseeable future. OpenCL rendering support for macOS has already been disabled in Blender:

There was a growing payload of bugs in Cycles related on OpenCL on macOS
  platform, and those issues were caused by a compiler bug, which we have no
  control over.
. . .
In this case compiler will not get fixed since Apple decided to discontinue
  OpenCL on its platform.
So the decision was made to drop support of OpenCL [on macOS], keep official features
  of Blender stable and predictable, and focus on things we have control over.
P.S. Older Blender releases are always available. Surely, this sounds like
  using an ancient software without neat features. But we can't push Cycles
  OpenCL on macOS measurably beyond that anyway.

I'm not sure about the official status of CUDA support, but judging by Nvidia's statement quoted above, the situation doesn't sound much better.
It sucks, but right now it looks like your only options are:

Downgrade to a previous version of macOS and use an old version of Blender for rendering
Dual-boot with another operating system (such as Linux)

Starting with MacOS 10.14 Mojave, Apple is discontinuing support for OpenCL and OpenGL, in favor of their Metal 2 technology. Maybe this has something to do with your problems.


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Gaps appearing in mesh when sculpting
I recently picked up Blender and started getting into Sculpting, so I might be missing out on some basic principles in regards to Sculpting.
My problem is that gaps are appearing in my mesh when I'm Sculpting (using Dyntypo) over/around areas that have a higher detail than the detail level im brushing with.

From my understanding 'overwriting' mesh density shouldn't be a problem when sculpting with Dyntypo.
Anyone knows why this is happening and what I can do to prevent it?
Cheers
Update to answer comment:
Yes 'Limit selection to visible' is on.
I removed any double vertices but that didn't solve the problem.
2nd update:
Alright Remesh solved the problem. Tried it before but didn't get it to work cause I were in Edit mode and not in Object mode.
How do I prevent this from happening when Sculpting with Dyntypo? Cause using the remesh modifier is alright but I guess it removes some detail that I might not want removed and thus have to redo.

Is Limit Selection To Visible enabled on the second screenshot? It's quite hard to see what's going on there. Regarding the gap check if there aren't any double vertices in the base mesh used for the sculpting.

Those are the result of unconnected geometry forming the mesh.
Once you sculpt, those will reveal themselves because geometry is not connected and one edge will be moved more than another. However these aren't double vertices so you won't be able to fix this by deleting duplicating geometry as vertices do not share the same place.
To quickly fix it use Remesh modidifer.

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


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Blender 2.8 - Cycles Render - Imported FBX object not properly rendering
I have a weird parallax distortion when I tried to render an imported fbx file on Blender 2.8. The rendered mode viewport and the final rendered image both look distorted. This felt like a normal related issue and recalculating normals didn't resolve the issue. Here's a quick gif:

Top View (Looks fine):

Front View (Distorted):

Geometry (Wireframe):

Any idea what might be causing this? I could be missing something obvious... Thanks in advance
Blend file:
https://gofile.io/?c=wGwpsm

what is the node setup for the material of that object? Would be easier if you share the blend file, so others could check what could be the issue. Have you imported that file to another software (ex.: Meshroom) with success?

I've added the blend file. Thanks!


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How to control how a loop-cut will work?
I have been trying to learn the basics of Blender and am slowly getting how it works. But for this project I am trying to make a basic room with a door one end and a fireplace in another wall.
So far, I've make a floor from a cube, then loop-cut around the edges and extruded upwards for walls. But when I want to loop cut to make the fireplace it is cutting all around the floor as well, its this the only way to do it since its all "one piece"? (pic below)
The reason I ask as this as some more important implications to how I work , just before I started this, I had to quit another one I made because I tried to make the floor and then extrude each wall one after the other. When I did this after i got to the 3rd wall the loop-cut was only cutting thru half the floor and seemed to take a strange route so I just quit and started over.
(note: on the one I quit, I had been joining the edges together also using ALT-M)
Heres the pick which i think illustrates what Im trying to say ( I only want to cut the wall (but of course it needs to cut thru both front and back of the wall cube):

imho using the loop cut tool will preserve a good geometry (but creates more than you wish). Knife tool can do what you want, but you'll get easily worse geometry (ngons). You'll thank loop cut later.

ok thanks. I will persist with loop cut and try to get my head around it. I had now managed to make the hole for the fireplace but now I cannot loopcut on of the walls to extrude the bit out for where the fire will be. I've added another screenshot

Does "Add vertex" and then "Fill" create worse ngons?

lol i tried adding lots of vertices with "Subdivide" and "Fill", but when I try to select the faces I made it just selects the whole face and ignores my subdivisions

Idk how, bit you already have now some ngon (faces with more than 4 vertices): that is not impossible to use but will work bad with tools designed for quad geometry (as visible in the new picture). Take your time learning modeling.

hmm ok thanks, i dont know how because I was careful to join all the edges up with merge and not overlap but guess can just keep trying

see this other (related) question to learn about possible use of knife tool instead of loop cut https://blender.stackexchange.com/questions/82987/split-cube-in-half

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How to make this effect that the light of lantern being translucent? (Japanese lantern)
I'd like to make this type of Japanese lantern. The modeling is quite easy but texturing is bugging me. Eventually I wish it could be exported to Unreal Engine. I don't know whether it could be done in texturing process or have to be done in UE. Need some help please.

so is it supposed to work with Cycles or Eevee?

A simple mix between Diffuse and Translucent seems to work fine in both Eevee and Cycles. Make it a bit more subtle with an Image Texture and Noise nodes etc...

This looks great, thanks. But it needs to have a light source within the object which gives more impact on performance. I'm thinking is there a way that uses emissive map to achieve the same effect?

I'm not sure what you mean, could you please elaborate? Maybe edit your question. Also, there's a light in my object

To my limited knowledge, if a scene has too many lighting sources could cause low fps in real time rendering or taking too long for bake if not real time rendering. So I wish to use emissive map to achieve fake lighting effect (even though I'm not very sure that emissive map does better performance but I did see some articles saying that)

do you mean you want to put a sphere inside the box that will be emissive? or do you mean that you want the texture of the box itself to be emissive?

it could be a sphere inside the box or some part of the box being extruded up from bottom being emissive. Thanks to your answer I figured it out it seems only able to work with two materials in blender but probably just one in substance painter. The box simply need to have some "Transmission" value in the Principle BSDF and the inner glowing thing using anther material with Emission BSDF, and change render engine to Cycles(EVEEE doesn't work out).

probably some pictures will explain better

I forgot to say that the outer box Principle BSDF needs to change the first value to "Multiscatter GGX" and set the inner emissive object emission strength to a high value.


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Symmetry painting
Ok so I've been painting this model for a client, while also using symmetry. But for some reason texture image that contains color didn't mirror everything I did, even though on the viewport it mirrored just fine. I am unsure as to why this is happening and I couldn't find a solution to it online. Is there a way to transfer color data from the model on the right to the texture image on the left, to "refresh it" so to say? Do I need to repaint it? Manually mirror the texture in Photoshop? What should I do?

what happens if you delete the bad half, use a Mirror modifier to get the good half mirrored, and apply the Mirror modifier? The UVs should overlap, no? (Keep the original somewhere)

I cant even select it. When I try to select either side of the model, it just selects the same half on the UV map.

Instead of deleting one part of the mesh, you have to just enable symmetry painting.

Ok so, it doesn't change a thing. But what I just noticed is that no matter if symmetry painting is on or off, my stokes still mirror for some reason.


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I would like to learn how to wrap this ''ziptie'' around my weapon model
Alright so like the title says i would love to learn this stuff and youtube tutorials have not been helpful at all so far and my online search has been a failure so why not make a post myself! i import weapon models into games and lately i have wanted to add more details onto the models with tape or zipties or pads etc and ive got some models ready but i am just curious now as to how i could wrap these things neatly around certain parts of a model!
Here is an example of the item i am trying to wrap onto a specific part of this gun!

when using the shrinkwrap modifier i get results like this, it flattens the object and does not really project nicely around the actual edges etc, im A HUGE BEGINNER when it comes to blender and i only really use it for preparing the models for a game! of course i do not expect it to be as easy as adding a modifier which is why i am here to get some real help!
File here.

You can use the Shrinkwrap modifier (in this case add a Solidify modifier in order to give thickness), but you can simply model your strap:
Select and duplicate an edge of your gun:

Extrude it to give it width, scale it up a bit:

Press AltE > Extrude Faces Along Normals:

Choose the front view and use the Shear tool to twist your shape a bit (AltCtrlShiftS):

Duplicate and shear again:

If you want more control on the shape, create additional edge loops CtrlR:

The kind of result you can get:

well this was very helpful thank you, was hoping there would be an easier way to apply what i had already made! the shrinkwrap modifier didnt work too well and wont really apply properly for me along the mesh! i would be happy to send the files over to take a look at?

you can upload your file on https://pasteall.org/blend/ upload then copy the URL it has generated and paste it here

https://pasteall.org/blend/0712c20f5b094128b1cc921b804a6dee
Should be it? i left the parts where i was intending to put wrap them around, thanks again for the quick answers

I can't make it work properly with a Shrinkwrap, it always tweak in a weird, I'm not sure you'll get anything good, but maybe someone will be able to help, if you don't succeed maybe use my method instead


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How to use array modifier with follow path constraint (Cableway Chairs)
I am making a ski lift, pictured below. For the chairs, I am hoping to use a mix of an array modifier and a follow path constraint.
I have tried to use a curve modifier, but this offsets the whole thing which isn't what I want either. I would really appreciate any advice on how to solve this problem. Thanks!

A simple Array modifier will deform your object, so you can use 2 methods:
With Follow Path constraint:

Give your chair a Follow Path constraint.
Duplicate your object with AltD (linked duplication), and press Enter so that the copy stays at the exact same position.
Play with the constraint Offset value to place the copy before or after the original object.

With Duplifaces:

Create a curve. Put its origin to its beginning point to make it easier.
Create a plane at the exact same point. This plane will be used as a base for your chair.
Apply the curve and the plane scales.
Give the plane an Array modifier, choose Constant Offset or the Relative Offset value, choose the Count value.
Give the plane a Curve modifier with the curve as Object. The plane should be duplicated along the curve.
Keep the plane selected and in the Properties panel > Object > Instancing, activate Faces.
Parent the chair object to the plane, the chair should be duplicated on the planes.
If you want the chair to stay vertical along the curve, create a single vertex instead of a plane.
To animate, move the plane on the right axis.


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Weird mesh artifacts on just a single component in render. (All the other components have the same material but they render fine)
"Why do I get weird artifacts in my Blender render for a robot with metallic material, despite looking okay in the viewport? I've changed the color of the problematic element to yellow. I've checked the lighting, mesh topology, and material settings, but the issue persists. Is there anything else I need to consider, such as render settings or graphics card drivers? Any advice would be greatly appreciated."

The blend file

You need to disable the Disable in Renders option of Cylinder.008:

Thankyou so much. I forgot to delete it :(


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How to even out/scale this material?
I have this PBR set up and working, but I'm getting different results on different objects. I have UV unwrapped the objects (using smart unwrap). The texture itself is working. I have applied rotation and scale.
Per another thread, I added a UV Map node fed through a mapping node in order to scale, but it is not working. I am wondering if the color node and the mapping nodes need to be mixed somehow?
I tried just scaling the UVs in the UV Editor window, but it seemed to have no effect at all.
I also realize that the UV map has a specific UV group specified, so I am not sure how I can apply a material like this to multiple objects (perhaps name the UVs all the same?)
You can see on the cab how pronounced the material is, but on other objects it looks very flat and smaller.
You can look at the blend file here:
https://www.dropbox.com/s/4n7aqyfuik4oy6t/cab.blend?dl=0

UPDATED NODE SETUP

You don't need to specify the Uv channel if there is only one per object, so leave that empty. Also remember to connect your mapping node to the vector input of each of your texture nodes.

Do I need to have a mapping node for each texture, or can I plug the same mapping node into all of them? (Or maybe it has to be that way).

although your textures aren't packed in the .blend file, it looks like they are properties of the same texture so yes you can use a single mapping node. However the scaling will appear different on each object shared by the material depending on their UV size, I generally scale the UVs per object to get a consistent texture size. Btw in your case I don't think you'll be needing to use the displacement socket in the material ouput.

I've packed the blend file with the materials here - https://www.dropbox.com/s/2ts9i0lesdl44kf/packed.blend?dl=0
I connected them all and now it just all looks flat, so I must have done something wrong. Why would I not need displacement?

to clarify, you do still need the uv node to tell it what kind of mapping is being used, leaving the input (UV channel) blank will select the first UV channel of each object so it will work well with all objects. You can also use the Uv socket from the texture co-ordinate node instead. Since your using the Principled bsdf which has a normal socket, the displacement is only useful for vertex displacement with approximation (adaptive subsurf). It can be a very heavy way to add detail as you'll need a polygon almost every pixel and is generally only used for in extreme closeups or terrain.

Ok, I think I finally understand. I added my updated node setup to the post above. Is that correct? It does seem like adjusting the scale is finally doing something now.

yes that looks good!


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How to add these stripes to my fender?
I'm working on renders for a corvette I modeled via a course from cgmasters. On one of the front fenders, I want to add Grand Sport stripes like shown here:

The car paint is blue, and I want to do white stripes. My rough guess is that I would create the stripes as an image, then UV unwrap the fender and apply the image to the wrap. I feel like I may be missing something though. Any help is appreciated.
Note: I tried this method of adding a texture as a decal and shrinkwrapping it. But because this is something that needs to stop precisely in some places, I cannot get it to work.
https://www.youtube.com/watch?v=QGxMY2lMoLw

just unwrap, add a transparent image texture, and paint the stripes in texture paint mode. then yo can add fine details to the texture in gimp, or in photoshop.
There is also the simplest way - make stripes in geometry (knife tool (K)), and just assign another material (white) to those faces.

Check my answer here: https://blender.stackexchange.com/questions/84236/using-a-background-image-in-uv-editor-to-trace-tattoos-with-paint-mode

As you said you can simply unwrap:

Create your stripes with a transparent background and save it as PNG.
Make an unwrap of the part of the mesh that will display the stripes and give this UVmap the name you want.
Duplicate your basic car material and assign this copy to this part of the mesh.
In this material, mix your basic node(s) with the one(s) you specifically want to give to the stripes.
Add an Image Texture node, load the PNG, and use the Alpha output as the factor of a Mix Shader.
In the Image Texture node, use Clip instead of Repeat so that the stripes won't repeat.
Plug an Input > UV Map node in the Vector of the Image Texture node and load the UVmap you've created in this UV Map node.
Now adjust the UV in the UV/Image Editor until the stripes is correctly displayed.

After following these steps, what I am seeing is a white color all over the fender. In the UV I don't see the image (I didn't specifically add it there as well - but you didn't say to do so - I tried anyway and it didn't change anything.) I did assign the new material to the vertices. Here are my settings:
Can't get the markdown for an image to work, but here's a link to my settings.
https://www.dropbox.com/s/5al2nb07oh9r8kj/settings.png?dl=0

perhaps share your file, and please pack the image you've used before saving


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Rigid Body Compound Collisions
I am using the collision shape "compound". The child meshes are simplified versions of the collision mesh "compound parent". I am not sure why, but the compounds behave as if they had a force attracting them to each other.

Might be the compound children were duplicates? Thank you
EDIT:
Here is another tryout...there are specific meshes that get "glued" to each other.


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How to add vertices loops around holes in a mesh
HELP , trying to learn how to add vertices loops around holes in a mesh
or maybe the proper term is edge loops ,
for some armor Im trying to make , can anyone tell me where to find
info on how to do this ? Dont seem to understand what mesh tool to use to do this.
https://drive.google.com/open?id=1-CGZm1Y9k59X2WeGsTIFEbw5e2Vk1n

can you add more explanation of what you need to do?

am trying to close the verts and add beveled edges , because if I use an MH model to make the armor its not an issue but if I use anything else everything turns into a spiky mess and becomes unusable forcing. me to start from scratch

this might work for you... select the egde loops with alt right click  press F to create a face press ctrl t to triangulate  press alt j to untriangulate  and then delete those front faces there that you have created (the 3 quads in this case) that you wont need. spam: a model in progress lol https://gamebanana.com/wips/49759


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Tryed to install mb-lab- master to blender user preference error message invalid syntax
tried to install MB-Lab-master from github and receive this message from the user preference menu on Blender 2.79b
see: https://github.com/animate1978/MB-Lab/wiki/Installation
second question is , If I can get it to load , does it add a tab
in the user menu the same way the makehuman add-on did ?
and the entire error message reads :
Traceback(most recent call last):
File"C:\Program files|Blender Foundation\Blender\2.79\scripts\modules\addon_utils.py.line 331 in enable mod=import(module_name)
File "C:\users\thund\App Data\Roaming\Blender\2.79\scripts\addons\MB-Lab-master_init_.py, line 1241 filter_glob: bpy.props.StringProperty(
                      ^
SyntaxError : Invalid Syntax
so can anyone tell me what I am doing wrong here ?

That version has been coded for Blender 2.80 Beta.
You want this version for Blender 2.79 - https://drive.google.com/open?id=1Wxly5xEYQwPvCvo1Gn95r7iPk02PTWD-


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How do you add the Jiggly Armature code to Blender as an add-on?
So pardon the ignorance of a newbie, however I stumbled across the add-on called Jiggly Armature and upon further investigation it is in raw code so my next thought was, where do I enter this code and what affect will it have on the function of Blender, aside from its stated function? Would it be better for a newbie to just use the collision method I read about to obtain the same jiggly effect? below are the links regarding this post , the link to the collision method is inappropriate for work or minors .

Can you provide a link to the code? Without seeing it, it is impossible to know how to use it.

sure , http://cheece.github.io/JiggleArmature/

this is a link to the collision method I described in my question : https://www.youtube.com/watch?v=-nkhXESF0jI&has_verified=1

you may want to be clear that that video is not really safe for people to click on at work.

Also I suggest adding another question asking for the best method for animating jiggle and describing your particular case.

Addons are all just code, in one or more files, normally packaged up in zip archive. However if all the code is in one file, they don't need to be zipped up.
If you go to: https://github.com/cheece/JiggleArmature/blob/master/JiggleArmature.py and right click on the button in the top right that says raw, and select save link as you will download a file containing the addon code.
You can then install this like a normal addon. Bear in mind this hasn't been updated in 2 years, so it may have bugs. The addon metadata says it was created for 2.77. That said it will probably be ok in 2.79.
As for any side affects from the addon code, you would have to read the code and check it carefully, as with any other addon. I had a very quick skim and it looks like it just does what it says.


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how to repair multiple addons with the same name found?
my add-ons file shows this error message but when I go to the Blender files
there is no corresponding file to the message,
" multiple addons with the same name found "
Please delete one of each pair
Make Clothes:
C\User\thund\AppData\Roaming\Blender Foundation\Blender\2.79\scripts\makeclothes_init_.py
C:\User\thund\AppData\Roaming\Blender\2.79\scripts\addons\maketarget.py
when I go to these files there is no makeclothes or target file. I have also dumped the addon where it is no longer showing in the Addon list and even uninstalled Blender and reinstalled , and deleted my  Blender files before reload however I did not dump the user files in my docs but checked and these files are not there ether , but when I reloaded the add-ons I got the same message.

I know I'm late on this, but it still seems to be there. Captured it today while upgrading from 3.51 to 3.6.
The Blender installation sets up its folder structure by default, in %appdata%\roaming\blenderfoundation\blender\VERSION\scripts.
When starting a new version, you will be prompted to accept the old settings found. I say Yes and it works as expected and copies all the addons to its new scripts folder and it also inherits the FILE PATHS environment from the older version. Here it sees the old version path and the copied add-ons twice from now on.
Solution: Give the new Blender version the new script path in the FILE PATHS settings. - It works fine for me

Comment to mechanic:
You right, its up to the user to find his own unusually created file paths. What I said works for me and I think for the most usually installed file paths in Blender too.

Check in the scripts/addons directory where the blender is installed.

And then what? Please read this to learn about how to write a good answer.

There are two locations for blender to look for its add-ons. One is in the user's AppData, and another is in the blender_install_dir/scripts/addons. So if they are not located in one of them, then probably they are located in another. And then what - it's up to the user.
And about a good answer. Maybe I'm a bit stupid, but I'm sure that one who looks for a file needs the file location, not the good answer. ;-)


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How do I set all the faces on my mesh so they are the same shade?
I created this opening animation using blend keys. (viewport shading)

When the animation opens up at the end I want all of the triangular faces to be shaded the same colour, as the mesh is now completely flat.
Below is how it looks at currently.

Anyone have any idea?
Blender file:

As it's now flat the faces should look the same color, unless their color is different?

In solid mode it's showing them as the same colour. But when I switch to material mode all of the faces are as shown above.

The material just contains a normal map, which is a paper texture.

Have you tried recalculating the normals? In edit mode, SHIFT-N.

I have. I can get it looking a bit better. but for some reason I can't get them all looking the same.

can you share the blend file?  I can't reproduce your problem. (How to add a blend file)

Its taking ages to upload to blend exchange. Can you see this? https://1drv.ms/u/s!AucwF5KNl9l5hORNsgDbwbTh9KlBEA?e=yqiPiw

I've haven't managed to solve it yet. But I've attached the blend file to this post.

It works if you don't use a normal map. Btw you also didn't pack the normal map into the .blend.

I know, but I need it to be textured. I don't really see why its causing the different faces to have different reflective qualities

If there are seams in the UVs, the normal values can differ from face to face, making them reflect light differently

No seams in the uvs. The uvs are a bit odd I suppose, but I need to keep the uvs the same for my textures to fit.

I've got something resembling a solution. I was able to get the faces to look somewhat the same shade/reflectiveness by rotating the 'normals'.
To rotate the 'normals' of a face, first, go to edit mode, select a face, then from the dropdown go to Mesh->Normals-Rotate. Adjust with your cursor or type in a value.
I couldn't get it to perfectly match, but it was good enough for what I was using it for.


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How to apply bone constraints and object constraints to the instances of my object?
Context
I am using the CarRigPro addon in which I can chose the object that the car suspensions are simulated on.
For that, I add my object (Ground) as the target for both a bone constraint, and an object constraint as shown below.

Problem
I would like to create many instances (Add -> Collection instance) of that Ground object, so I would like the constraints to work on these instances as well. However that doesn't work.
How can I make this ?

hello, could you please show a screenshot so that we understand what is the situation exactly?

Hello @moonboots , thank you for the reply, I updated the question.

When you say 'instance', do you mean copies created by, for instance, an array modifier, linked duplication or object instancing, or do you mean different ground objects that are independent of each other?  I assume the later?

In the second case, does the answer to this question work for you?

@MartyFouts I edited the question again, what I mean is collection instances (Add -> Collection instance). Because they all need to be a duplication of that first Ground object so that editing it will edit the rest of them.

@MartyFouts I suppose I could work around this by using the solution in that other thread you've linked by copy/pasting instead of instancing, and only doing so once I am finished and then apply the constraints. It would not be as practical but if there isn't a better way, I will go for this.

I hope there's a better way and you get an answer, but alas, the mass copy is the only way I know.  It should work for collection instancing as well.


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Why is exporting webm with transparency not working?
I have a scene in blender 3.2.1 with

Properties Window > Render Properties > Film > Transparent checked
Properties Window > Output Properties > Output > File Format set to FFMPEG Video
Properties Window > Output Properties > Encoding > Container set to WebM
Properties Window > Output Properties > Encoding > Video > Video Codec set to WEBM/VP9
Properties Window > Output Properties > Color set to RGBA.

Just like in this answer.
And yet transparency doesn't work; when I drag the video to a browser (firefox/chrome) the background isn't transparent.
I tried:

Rendering as transparent PNGs first (transparency works on those) then render as webm again.
Using blender 2.9 instead of 3.2 but the render crashed

Update:
Using a third party, Kdenlive, gave me a working transparent .webm, so the issue seems to come from within the blend file.

Switch the Conteiner from Webm to Matroska, that worked for me in past uses... The best recommendation is to render an image sequence and then use the video editor to render the image sequences to video, but is just optional

@Emir That gave me an .mkv which I can't use, I need the .webm file format

@Monstar I just tested this with this answer here and it works fine: https://blender.stackexchange.com/a/239389/145249 Either the processing application can't use transparencies, or you're doing something else wrong here. Do you plan to use this in HTML5?

@quellenform As mentioned in my question I have done everything like in that answer, yet it still doesn't work, and as I see in your reply there it does work in Blender 3.2, so my guess is it could be a bug in the blend file somewhere?

@quellenform I drag & drop the .webm into my browser and edit the  background property to see if there is transparency.
I got it to work by exporting from an other software (see answer update) but not by exporting from Blender, which means the way I test for transparency works and isn't the issue

@Monstar Try this: <video width="600" height="100%" autoplay loop muted playsinline><source src="VIDEOFILE.webm" type="video/webm" /></video>. If that doesn't work, then your video actually has no transparency, or the browser doesn't support video with transparencies.

@quellenform That works, but what's very surprising is that it actually works even with a drag & drop into the browser now, I don't understand what's different from yesterday...


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My ongoing issue with 2.79b and makehuman,The MHX2 format (MakeHuman eXchange 2)
The MHX2 format (MakeHuman eXchange 2) My issue is the double instance
error in my copy of Blender(even though I have removed and reloaded numerous
times) I cant install the MHX2 plugin, not sure if it is a Win 10 problem
or Blender but have pretty much given up on using makehuman as I am unable
to use my fbx imports from makehuman as they will not bind to the rig and I am assuming it has to do with the way I am importing the makehuman models  to Blender.I have the makehuman tab in my tool tabs just not the plugins that make it work properly.anyone know how to fix this? I need to remove the double instance error but have no clue how to do that.

Try the zipped version of Blender instead of the installer. If it works there it's most likely a problem with Windows 10 rights management service.

thankyou will give it a try.


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how to apply texure painting
I know I'm very novice and this may sound stupid but I went to paint on a model and the paint went all over the place instead of staying in the intended target zone , does the paint have to be applied just to the uv maps  to control
where it goes on the model? I was trying to apply it directly to the 3D model
https://drive.google.com/open?id=1x0dU_Zq0e7DUl4-bw_QxF-rxygQr5OyL

If a UV map is properly set up and has no problems, There should be no issues painting directly on the model.  Make sure your UV map does not have any bugs and that it has been unwrapped correctly. I would recommend this tutorial if you are confused https://www.youtube.com/watch?v=scPSP_U858k but there's lots of good tutorials out there!

Each model has to have UVs that correspond to the location of pixels in the texture image to be mapped to it. If the UV map referenced in the texture image mapping is incorrect, then you will see paint strokes apply in odd places. Also happens when multiple faces in the UV editor are overlapping instead of being placed evenly and not on top of each other.


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No mesh data to join
I am trying to join this rig with this mesh and no luck.
What am I doing wrong? All I get is an error message that says no mesh data to join even though I can clearly see the mesh.
still having an issue the file can be found here.
https://drive.google.com/open?id=1ThmLzTIZvY4pbW_cmrk5B5CqjYMlXXvC

Typically when we see a picture of an armature and a mesh, the reader thinks, the armature will control the mesh ... via mesh with armature [parent] with automatic weights.  Then a leg bone will rotate the leg part of the mesh.  Are you binding a mesh to an armature?  When I hear the word [join] in Blender,  I think of two meshes being joined.  Are you clear about those two different concepts?

If you try to join mesh with armature that's exactly what the message you'll see. Both objects to be joined need to be mesh objects. In case of armature and rigging mesh object is parented to armature instead.

Here is a tutorial. https://youtu.be/GvG39bGEsKI

If your goal is to bind a mesh to an armature you probably want to change the title of your question.  Example .... How do I bind a mesh to an armature?

yes I am trying to join the mesh to the armature as to be able to move the limbs of the animal, currently my rig is live so to speak (blue) but I can not bind it to the mesh, so is control P with auto weights the proper command for this op ? will check out the tutorial


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how to stop additional bone and bone chains in the fbx file export
"how to stop additional bone and bone chains in the fbx file export" , my fbx export files always have multiple bone additions in the exported fbx file, so how do I prevent this from happening in 2.79b ?

after export pic (1)
Before export pic (2)

In the export options deselect "Add Leaf Bones" This option creates bones that are connected to the heads and tails of the bones you've created in your blender native rig.

This image shows the default options.


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Limited Dissolve and face loop selection
I'm trying to use Limited Dissolve on a larger model, which brings the model down from 600k vertices to 100k vertices (no this is not hand generated :)). Below, you can see a much more simplified model just for this problem.
I created a plane that was sub-divided into several faces. I then extruded the edge faces to create a wall as seen here:

I selected the edge faces by going into Edit mode, then alt + RMB and clicked two of the faces around the border to give me the selection seen above.
In this model (same problem I have in my bigger, more complex model), I have several extra vertices and subsequently faces, that aren't needed. For example: Since the exterior wall is a straight line, that could just be a single quad.
Alas, I came across Limited Dissolve, which I think is exactly what I need to be using. So, in Edit mode I pressed A twice to select everything, pressed X and clicked Limited Dissolve. That produced this:

I unfortunately now can't seem to use the ALT + RMB to select that same outer loop as seen in the first image. I need to be able to select the edge faces as seen above to apply texturing across large segments with lots of faces, but the Limit Dissolve seems to break that ability.
Furthermore, why do the face centers (the dots) seem to no longer be centered in the quads?
I found some similar posts regarding edges but not with regards to the face loop selection:
Loop cut entirely after dissolving an edge
Why isn't 'Loop selection' working if object only has edges?
Thanks!

The selected face is no longer a quad, it is an N-gon with 6 edges because of the small face on the top of the model.

@Denis Hmm. Is there a way to get Limited Dissolve I suppose to only reduce to quads not N-gon (if you can imagine how I'm just trying to reduce the vertices)

Select all the top faces and delete them. Click Select -> Select All by Trait -> Loose geometry to select the edges on top that are no longer connected to faces.

Press delete -> Only Edges & Faces to remove the unnecessary edges.

Select all geometry by pressing A and press delete -> Limited Dissolve.

Select the top edges, and click Mesh -> Edges -> Bridge Edge Loops

You now have this:

Okay, so @Denis definitely put me down the correct path. So, when using Limited Dissolve, it does create N-Polygons.
So, eventually I managed to stumble across https://blenderartists.org/forum/showthread.php?254109-convert-n-gon-to-quads-tris . I'd highly recommend adding the plugin to blender, which when activated, under the 'Object Data' tab, it will count the number of Ngons, Quads, and Tris for you.
Anyways, so when I clicked 'Select ngons' they popped right up nice and highlighted. I then converted the ngons to triangles, then back to quads, and that seemed to clean things up.
Just wanted to update this post, should anyone come across this.


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Ctrl+B - Smoothing problem
https://www.youtube.com/watch?v=6X9YjsR5wSA
As seen on the video, when demonstrating smoothing with Ctrl+B, notice that on the back (when dragging the mouse), the inner circle stays a perfect circle. 1:45 - 2:00 mins
When I do it, the inner circle turns in to an oval when I drag the mouse and as I drag it further the edges of the oval eventually overlap.

Does this sound familiar?
Here is the blend file:

I couldn't recreate that behaviour. Can you record what you're doing, make a .gif and post it here?

http://imgur.com/a/gzBJR.   I didn't change any setting from a new file either and have started multiple new ones for testing purposes. I'm really excited about taking on blender but this is in my way. I have another issue that collides with this tutorial. But one problem at a time.

It's obvious,that something is wrong, but I can't tell what by the image. Can you upload the .blend using this site

The file is up.

The answer from TobiasE is correct one.

@ICBlender If my answer solved your problem, please accept it so the question gets marked as solved. http://meta.stackexchange.com/questions/5234/how-does-accepting-an-answer-work

I suspect that you have scaled the mesh in Object Mode and did not apply the scale before entering Edit Mode. To make the bevel operation work as you expect it to:

Press TAB to exit Edit Mode.
CTRL + A, select "Scale".
Press TAB to enter Edit Mode again.

That's exactly it.


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Optimize Blender for macbook pro 2011
So I'm really new to blender, barely been 6 months.
I use a Macbook Pro 2011 running a 2.7 GHz Intel Core i7 2620M with with dedicated graphics, with 4gb of RAM(Yes I know.), and 750gb HDD partitioned into 500gb
I recently reinstalled mac OS High Sierra on it due to a software issue
And before then it ran high Sierra
I'm currently running blender version 2.81 (Thought it would fix the problem)
The problem now is that I really can't use up to half of my CPU according to my task manager anyways
At the top it says Blender is using up to a 100 percent (sometimes more) of the CPU but at the bottom it still says that 60% of the computing power is left on idle
I basically can't use the 3d viewport without it chugging
And I can't even go into rendered view without blender not responding for up to 5 minutes
Any ideas???

I'd try a linux, which probably solves the most of your software related issues...

linux? please expatiate

close all the apps you have open and use eveee and optimise it to lowest ppossible


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Normals set in the Z axis, but Solidify only operating in Y axis?
Basically I am having difficulty making the solidify function work correctly. I have modelled this spoon and am attempting to thicken it, however when I do the solidify happens in the Y axis, even though, as can be seen from the screenshot below, the normals are clearly in the Z axis. How do I fix this? I dont see anyone online who has this issue. I have already flipped normals etc makes no sense to my why its doing this. Please help!
Aaron

Hello. It seems your model suffers from a classic case of non-uniform scale. Dare I say it is even an outlier in this peculiar disease. Not only is this model non-uniformly scaled, it is scaled negatively ! Luckily, next time one of your models suffers from such illness you won't have to look too far on your screen, the solution was just under your nose. To cure the illness, the 3D doctor prescribes selecting your model in object mode, then going Object > Align > Scale or CTRL + A > Scale if you prefer shortcuts to plain old menu exploration. Cheers

Thank you! Worked perfect


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Shadow-only material (Shadow Catcher)
I have a scene where I'm using a HDRI image for the background (and have a separate sun inside). The HDRI doesn't contain only sky, but also a bit of the ground. The problem with placing objects in the environment is that they don't cast shadow to the ground (as the ground is part of the hdri).
I am thinking about making a material to put flatly on the ground that would be:
a) generally transparent
b) giving a grey tint to the places where the objects shadows would be
How would I set a material like this? Or is there maybe a better way to achieve the shadows?
Note: I don't care about it being fully photorealistic with the ground materials etc (as this is obviously impossible), but rather would like to have a rough shadow where it should be.

maybe you are looking for shadow catcher: https://www.youtube.com/watch?v=7OOCjR5s9EQ

precisely! Feel free to promote your comment to an answer

sorry I thought you were using Eevee, actually in Cycles it's even easier, just enable the Shadow Catcher option

Yeah, I found the option once I knew what to look for :)

In Cycles you can simply select your plane and enable the Shadow Catcher option in the Object panel:

In Eevee you can use the trick explained here by CG Top Tips, which consists on the following node setup:

Diffuse RGB > (Converter >) Shader to RGB > ColorRamp > (Factor) Mix Shader
Diffuse BSDF > (Shader) Diffuse BSDF
Transparent BSDF  > (Shader) Diffuse BSDF
Mix Shader > Output

Don't forget to choose Blend Mode > Alpha Blend and Shadow Mode > Opaque in the material Settings.


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How to fix this objects mesh?
I have this 3d model and whenever I go into edit mode, it has some weird mesh as shown on the image, it looks like the mesh is cut or it has some messed up mesh or weird geometry.
Anyone knows how to clean this up and have these lines removed? I'm new to Blender

Hello and welcome to BSE! Have you tried selecting everything with A and then press X > Limited Dissolve.

Hello @Harry, I just tried that it fixed some things but now these are left, here is the image: https://ibb.co/rGfGTVK

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

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

See https://blender.stackexchange.com/questions/48954/eliminating-edges-connecting-islands

@annie62 just remove those vertices and fill face again

@HarryMcKenzie I will try that now.

In Object mode, apply the scale, then in Edit mode, in order to remove the overlapping vertices, select all and press M > Merge by Distance, and to remove all the inner edges press X > Limited Dissolve. Then it looks like it still needs a bit of manual cleaning.

And don't forget Shift+N :D

It seems ok here, no?

mine had some inverted normals


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How to make one part symmetrical on all sides?
I don't get how to make highlited part 0 in parts 2 and 3 (1 is symmetry by -x and x). It should have the same distance between each other(perpendicularly).
I have attached the file itself.

That's because the 3D cursor isn't in the centre of the circle. The symetry happens across the 3D cursor so you need to put that in the centre. I'd suggest you Alt-click one of the rings of vertices to select the ring then use Shift-S > Cursor to Selected to centre the cursor then try again. If that doesn't have the desired effect you'll need to share your blend file so that someone here can have a look at it.  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.

@JohnEason I have uploaded a file by your request. I also have centered the 3d cursor on the circle, but I still can't make parts 2 and 3.

You can mirror 0 on 1 with the Mirror modifier, enable the X axis on Axis, Bisect and Flip:

To do 2 and 3 you could move your mesh so that the origin is between the 2 holes, select the piece of the mesh that you want to symmetrize and Mesh > Symmetrize, choose -Y to +Y in the Operator Box, then you'll need to join the piece to the cylinder with a bit of topology work:

[https://ibb.co/4RKnSB6] Here's what happens if I symmetrize.  I am just a beginner and maybe this is topology problem you are talking about? However, the symmetrized piece is too unaligned.

I can't see the picture, but actually maybe you should redo the object from scratch with a clean topology?

It is already made .stl file and I have to modify it, if it helps I can also add an .stl file. (copy the link with brackets (just delete them after) and paste it in the search)

The problem in your image is that the origin is not correctly placed, move the whole mesh so that it is placed between the 2 inner holes, because the symmetry will use the origin as center

Thank you! I forgot about the origin. Now it worked and I have to connect it.


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Which effect to use so my texture doesn't look so flat? (Cigar)
I am trying to make a realistic cigar texture, but my texture just doesn't seem right. What am I missing, what to do so the texture doesn't look this flat? Any bumps or something? Thank you, btw this my first project so I hope the solution isn't super complicated or something.

yes give it some bumps, plug your picture into a Converter > RGB to B&W then in a Bump node, also maybe make some parts less glossy

Was going to suggest the same thing as moonbots; will still reply just to give answers with examples of adding bump: https://blender.stackexchange.com/questions/134371/how-to-add-bump or https://blender.stackexchange.com/questions/81922/is-this-a-correct-way-to-do-procedural-bumps-in-cycles

maybe share your file so that we can give a try?

@moonboots Indeed all I did was creating a cylinder and UV  unwrapped this texture onto it. If it is too much work for you (after all you're doing this for free :) ) I can provide the file. just let me know then https://upload.wikimedia.org/wikipedia/commons/7/75/Cigar_Texture.jpg

@moonboots to your first comment, I am not sure if I did everything right but the texture ends up looking rather like leather than a tobacco leave. And second thing, how to make some part less/more glossy as the others? Is there some "mask layer" as in Photoshop or something? I am sorry, but I am an absolute beginner in Blender.

Here is the kind of node setting that you could use:
Mix a Diffuse with a Glossy, use the picture as factor of the Mix Shader, with a ColorRamp between to set the intensity.
Create a displacement picture of your texture with a software like CrazyBump or other, plug this image into the Height socket of a Bump node, and plug this node into the Normal sockets of the Diffuse and Glossy in order to give a bit of 3D relief.
It needs to be improved of course...


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How can I change rotating mode?
I have got a problem with rotating. I want to rotate a camera and it is rotating around the world origin, when I want to rotate it 'normally'.
Also when I want to scale an object it is moving from world origin... How can I change it?
I hope the question is understable.

Your pivot point is set to the 3D Cursor, to change that you either need to press . and select "Median Point" to set it back to blender's default pivot point. or you can find the same options on the top of your 3D viewport as shown below:

It is working! Thank you very much.


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Inverting material assignment on mesh
I am 3D modelling a museum for a game, and I wanted to give every painting a unique texture. On each painting there are 2 different materials: the frame and the painting. I selected each individual painting and assigned it a different painting material, leaving the frame material as the same.
However after changing every single painting material to an individual material, I realized that the parts of the mesh that the painting material and the frame material are assigned on were swapped (each is assigned to the other's). I can't do ctrl + l because all of the individual paintings are going to change. I really do not want to delete them all and then re-add them.
I tried in a duplicate of the project and I couldn't fully delete the 70 materials I made. Is there a way to change the assignment of each painting, while keeping them assigned to their different materials? I also added material utilities, and couldn't find a way, but there might be one.
Some screenshots:

Make sure you're in object mode, then try running this script from the text editor. Save beforehand just in case.
import bpy
for mesh in bpy.data.meshes:
    for poly in mesh.polygons:
        poly.material_index = 1 - poly.material_index

You cured all the pain in my body at once. Thankyou so much!


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Roll 3D View Smoothly With A Wacom Pen
I'm doing a lot of sculpting. I want the upper button of the Wacom pen to smoothly roll the view in the same manner the default settings of the lower button pans and zooms the view.
The reason for needing it to do this is when there are a lot of short, tight, controlled strokes that need to be done. Steven Rude in The Art Of Comic Book Inking teaches this method to get his perfect inking strokes. The edge of the palm is pressed down on the table, the pen is braced, and the wrist only is extended to make the stroke. This method restricts you to a very limited angle, but is the only way to get this kind of tight control with a stroke. Due to the limited angle you can make with this stoke, the view must be rolled often.

This is the closest I have been able to get it, but it will not roll smoothly and it requires a click to move a degree vs. how Zoom and Pan operations will continually zoom/pan when you drag the pen:

Here are my Wacom settings:

I want the view to roll by drawing up or down with the Wacom pen while holding the upper button of the pen and holding the Ctrl key down. Up stroke should roll left. Down stroke should roll right.
If there is no way with the interface controls, is there a hack to make it do it?

I think you will have to add in to your question what you have set those Wacom Pen buttons to, e.g. right-click, middle-click etc.

@RayMairlot, I will update the question with what the top button is set to. Thanks for editing. Looks nice.

@cegaton, I tried your advice. I was only able to get it to roll one way.  It also did not roll when I stroked the pen (drag). I had to click.

You can't get the action you want by using the middle mouse button?

@cmomoney My view doesn't roll with the middle mouse button by default. Does yours? Or what are you implying should allow this action?

I have the same set up as Patdog in his answer on a Wacom Bamboo CTH-470. I can roll smoothly in any direction by hovering and clicking the top button(lower button by your settings).

@cmomoney Are you sure you don't have to click the pen to get one increment of roll view? Are you saying that you can drag the pen with Control Key pressed, pen key pressed and drag up and down to roll left and right without having to press the pen button every time you roll?

It works exactly like pan and zoom. Middle click = roll in any direction, ctrl+middle click = zoom, shift+middle click = pan.

Let us continue this discussion in chat.

Perhaps your Blender preferences are the issue, not the pen settings?
I have set my top button to 'Middle Click' and my lower button to 'Right Click' because I think it sits easier in my hand for orbiting the view. With Ctrl you can zoom in and out and Shift for panning view. It is both simple and it works.
I do not have 'emulate 3 button mouse' set as I have a proper keyboard and the pen essentially has nothing to do with this. Turntable or Trackball will behave very differently, as will Dolly or the other 2 choices. These are my settings...

The view manipulation settings will also have great effect. I do sometimes change to 'Zoom to selected' but that does depend on where the object center is. Most I prefer to Numpad . to View select which allows me to focus on one object.

Update: With regard my comment below about the pan/scroll button (my setup is in dutch)...

I'm not understanding how these settings adjust the Roll. For example by default, Ctrl + Lower Pen Button + drag the pen causes a smooth zoom. I want to do the same thing but use the top button for Rolling the 3D View.

There is an option called pan/scroll in the pen menu which you can set to the button - if you keyboard Ctrl + Shift and press it does the same thing as if you were doing the scroll wheel. It jumps in increments - just like the scroll wheel - and not exactly smooth....

I found a way to get it real close to what I want...
Here are my settings:

Now with these settings, I just orbit a few inches from the origin of an object to get to act like roll, which gives me a faster way to get an angle for a stroke.

If anyone can do this with a Roll, I still would like it better.


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Why does baking my ocean modifiers breaks them?
Problem
I have two ocean modifiers to achieve a looping ocean as per this answer, however when I bake one of them or both, the modifier seems to break and there is no visible ocean anymore.
How can I bake these ocean modifiers ?
Scene before baking:

Update
I tried Blunder's way and it baked something (yay), however the final result still is different than what I had before baking in the sense that the wave isn't looping seamlessly anymore.
There is probably just an extra thing to take into consideration that I don't know about.
Scene after baking using Blender's method (with cache)

Sorry, I can't get it to bake right. There's a bug that requires a workaround to use the Bake button more than once T80876 (File > Save + Revert instead of restart helps, too). Furthermore, you have accidentally assigned the same cache file to both modifiers. This way the data of the first modifier is overwritten when you bake the data of the second modifier. Change the value for Bake > Cache Path of the second modifier to //cache_ocean_2 (https://i.sstatic.net/xB4Mp.jpg) But this doesn't help. The output files are still all black :-( IDK why.

@Blunder Thank you very much for trying

Wait, now it's working again.... >.< It's either the Geometry setting or the Grid Resolution or both. Guess I have to test it one more time with your blend file.

Baking these two Ocean modifiers is pretty weird because there is the bug T80876 that causes a weird behavior.
You can bake both Ocean modifiers with the following steps:

restart Blender and open the file
enter two different Cache File Paths for each modifier, e.g. //cache_ocean_1 and //cache_ocean_2 so each modifier has its own cache and the data gets not overwritten. See screenshot 1 below. It's from the blend file where it is wrong!
change the Grid Resolution to a different random value like 6. This change is just needed to repeat the step. Press the Bake button. Blender will bake now the images. But if you check them they all will be black. See screenshot 2 below.
do it again. Change the Grid Resolution to the original value (7). This will trigger the workaround for the bug and you can bake it again. Surprise! This time the images are backed correctly. See screenshot 3 below.

Of course, for some reason, this trick does not work for the second modifier right now in the current state. The baked images will always be black no matter how many times you try to bake them. Blender requires a restart. So let's do this...

save a copy of the file (File > Save As...)
restart Blender
press the Bake Button of the second Ocean modifier. The Bake button will change its label to Delete. Congratulations! The images will be backed correctly.

Screenshot 1: Different Cache Paths. In the screenshot, they are accidentally the same. This doesn't work.
[2
Screenshot 2: Black-Backed Images

Screenshot 3: Fine Backed Images

That's true, although even if I use different paths and bake them, it doesn't work, any idea why ?

It's a nasty bug. I've updated the answer. The trick is to bake the first modifier twice, then restart Blender and bake the second modifier. I hope you don't have to change anything after this procedure, otherwise you will probably have to repeat it.

I got the first modifier to bake, but the second one still is black images. X_x
I tried twice making sure everything was right.

I tested again today and it worked, I get to bake both modifiers, however the bakes don't seem right in the sense that my wave isn't looping anymore as opposed to when it wasn't baked, so i'm basically obtaining a different result even though it bakes. :/


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What do these horizontal red lines in my shader editor mean?
What is the significance of these ?
It looks like it's telling me there is an error with my shader editor because it's the only tab I have these on and because it's a flashy red. But I don't see any other indication of an error.


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How to make transparent texture work in .glb/gltf format?
I have this transparent model in blender :

The transparent upper part is a principled BSDF with transmission :

However when I look at the exported .glb, I get this result using threejs GLTF viewer :

I suppose it's because transmission doesn't work for glb/gltf.
How can I make such transparency work as intended ?

glTF supports transmission, but it's a very new feature — "alpha blending" transparency is far more widely supported in most 3D engines. Assuming you're using three.js to view the exported model above, you'll need a very recent version, maybe r133+.
Blender does not yet export the volumetric properties (like refraction) associated with transmission, meaning light does not appear to bend passing through the surface. Follow glTF-Blender-IO#1646 for progress on that. In the meantime you can add refraction with tools like Gestaltor or a custom script.
Finally, realtime implementations of transmission are often limited to showing only opaque materials through the transmissive surface, unlike Blender's Cycles renderer. In Blender that means using Alpha Mode → Opaque for objects that should be visible through the transmissive surface.
More details and a demo below:

https://www.donmccurdy.com/2021/11/11/writing-volumetric-refraction-gltf/

Thank you for the insightful answer, I imported my model in Gestaltor and see the Transmission is ticked and working, but I still can't see my bubbles inside the model. I tried finding the Blend mode in cycles and went under Material -> viewport display -> settings and i've set everything to opaque, but still got the issue. Any idea why?

Outer material should use Transmission > 0 and Alpha Mode: Opaque, inner bubbles should use Alpha Mode: Opaque and cannot use transmission. Not sure how your scene is set up but here's an example: https://drive.google.com/file/d/1NSflhKTfl29r1ec_jzeZCsdJXBtkOOVC/view?usp=sharing ... note that even Blender's own Eevee and Cycles renderers differ on this support.

Got it! So if I understand correctly it isn't possible to make both the outer material and the bubbles transparent ?

Right — You can set the material up that way, but I don't know of any realtime 3D engine that can render it that way today. Generally need a slower pathtracer like Cycles or three-gpu-pathtracer.


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Mixing shaders causes unwanted transparency
I have a texture I got from the BlenderKit addon on which i'm trying to add some "droplets" using a Refraction BSDF node, however when I mix the original shader with my Refraction BSDF (the droplets), it creates a transparency.
I tried setting the fac to some values but couldn't get the droplets without causing a transparency.
The shaders combined with Fac 0.500:

The original shader from BlenderKit only:

The "dropplets" shader only:

Note: There is a pink light inside the cube so we can see the transparency explicitly.
Is there a way to get the droplets on my texture without causing a transparency ?

Post pics of the rest of you shader tree, there's a whole nother mix shader at the top left that might have inputs that is causing it

Sure I can but is it really possible considering that shader alone has no transparency (as you can see in my screenshots) ?

Use the black and white map as the Factor of the mix shader, leaving the BSDF attached to the bottom socket.

I fixed it by using a principled BSDF instead of a Refraction BSDF :


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bone rotation bug or limitation in the forearm?
When i try to rotate the hand bone in the z axis in the rest pose (of the bone itself) it works as usual, but i setup some copy rotation constraints that are attached to each twist bone from the hand to the last twist bone, and each twist bone is parented to the forearm, because if they are parented as a chain to each other, the copy rotation constraints don't work properly and a dependency cycle comes out, which was caused by the parenting, so they cant be parented to each other like a chain, they must be separated from each other but parented to the forearm like i did...
So if i try rotating the y axis of the hand bone to get the arm twist bones to work and then later try to rotate the z axis down or up of that hand bone, the rotation doesn't go right, the z rotation affects the y causing to rotate both axis with no reason, this issue doesn't happen with the x axis, the x axis is working as it as it should, but not the z axis, i checked that the rotation mode is quartenion in all bones, i attempted with euler mode but i get gimbal locks...
here is the simple ik arm setup if you want to check the issue...please upvoting this post and giving answers are appreciated, thanks.
Michael.

hello, it sounds a bit complicated, what are you trying to achieve at the end? At first I thought your forearm was one unique bone that you had segmented, why didn't you do that?

hello bud, because without the forearm, it doesnt deform properly like an 3 segment arm should, that why it should be parented to the forearm, and then the hand,forearm and upperarm works as usual, and the twist bone are an additional setup that deforms the mesh, but since you really cant have two or more bones with of 1.000 of weight in the same vertex group that is already parented to another vertex group  (i.e the whole forearm and 4 twist bones sharing the same parts of the same vertex group ) like this producing a vertex parenting issue, thus problems to deform properly, so here...

....what should be done, is to clean the vertex group from that forearm and uncheck the deform option of the bone, thus letting the twist bones to work properly, but at the same time still driven by the forearm parent...imagine this same setup with the the same segmented bones, but with this additional forearm bone, but this twist bones work as the forearm, well you cant if you are using ik, if they were all together as a chain except the hand target, the segmented forearm would bend unexpectedly because that how ik works, but they can be limited in the ik properties of each bone...

....but it would lose sense to me, to do that because its not meant to be setup in this way...also i did the same with fk mode bones and its the same problem, i am thinking this its a rotation limitation here, but i dont know thats why i need answers.... i am using b3d 2.82a just in case...

@moonboots .....

hello Michael, your explanations give me headache, ah ah, but I'll try to find time to check, or maybe someone will help, or maybe reformulate what you want to do (your final goal), with some drawings, so that people start from scratch and not from your file?

yeah i know i am bit weird when explaining something LOL when is stuff like this...

@moonboots i am attempting to use the hand bone whether is ik or fk setup, that these twist bones follow the rotation of this hand bone properly in the y axis only and then be able to rotate the hand as usual, like you would do in real life... test your own hand/forearm and see what i mean...

what about an armature like this one:


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Model process for curved objects (Stool Legs)
I'm trying to wrap my head around this for a while now. It's a simple question for what I think will be a not so simple answer. How would you go about modeling one leg of this stool? I would like to do it without using sculpt mode because I can't get things quite clean enough.

Kinda subjective and vague. Personally I'd just dive in with a cube and extruding, making sure to use proportional editing and a subsurf to get nice smooth curve. The only real complex thing may be the topology of the spiral but you'd just figure it out as you went. I think ultimately it comes down just to diving in and trying. You could make it straight and then use a lattice to deform it but ultimately its not too complex a shape. What do you think you would struggle with if you tried to model it?

You could begin with the top spiral, making sure that your edges follow the slots, so that it's easy to extrude or add edge loops:

You could try using a curve or the skin modifier as a base and then edit the mesh from there. If you're using the curve spline, you can convert the curve to a mesh after you're satisfied with the shape.

It's for the wildcat test ?
Maybe you should train more before applying to this job, but here's the way i did it: I first took the ref picture and reoriented it because the leg is 45° and not perpendicular to the camera, here's a tut how to do it: https://www.youtube.com/watch?v=Aj006df-boI
Then you just follow the shape (you can go full quad its possible for this shape) :)
Good luck dude


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How could I create a desert sandstorm?
So I am new to blender and I am trying to make a animation based in mars. In the end I want to have a huge sand storm to roll through the scene. However I can't find how to do this online so I'm asking here!Also My computers not the best so are there any ways to optimize it? Thank in advance!

I guess the method depends on the level of realism you want, for realism you should probably try smoke (tutorials here by Iago Mota and here by Polyfjord).
I've tried to fake it with the Principled Volume node in 2.8:

You need to create a cube that you subdivide smooth. Give it a Subdivision Surface modifier. It's your first cloud.
Plug Principled Volume > Volume socket of the Material Output. Play with the Principled Density value to change its transparency.
Plug Noise > MixRGB > Color socket of the Principled so that the surface of the cloud is a bit textured.
Plug 2 Musgrave (or other textures) > Math (Add mode) > Displacement node > Displacement socket of the Material Output so that the cloud has 3D bumps.
Put some additional nodes like Texture Coordinate > Mapping at the beginning of the nodes chain.

Duplicate this cloud. Increase its size, rotate 180° on the Z axis. Decrease the Principled Volume Density value of this second cloud to make it more transparent. This second cloud will encompass the first one.
To make them "roll" on the X axis, play with the X location value of the Mapping that comes before the Musgrave nodes.
Also, for more realism, on the forefront you could generate some particles, with a Force Field to make them move the way you want.
Blend file:

Could you please add the blend.

sure, done, please let me know if it can be improved


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Tricky Curved Hardsurface, suggestions? (mandalorian helmet)
I'm stuck trying to figure out how to model this part of the mandolorian hemlet without sculpting.
any help, tips, references is greatly appreciated!

In my opinion it would help if you had a side view, and use both images as background.
Begin with the right side, build a very simple topology that follows the lines. Switch to front view, move the vertices one by one to make them fit to this new view.
Fill the faces, add edge loops to sharp the angles.

Wow, this is exactly what i needed! Thanks for an amazing detailed answer with an example! :D


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How do I make a landscape like this? (Sea, waves, shore, beach...)
How do I make a landscape as shown below?

This is something which I am getting using ANT landscape tool and TXA_ant but it nothing close to what I need,

You could start here : https://www.youtube.com/watch?v=df2f_mcZhkE&ab_channel=cgDroid OR https://www.youtube.com/watch?v=OHg-CHcflPM&t=934s&ab_channel=CGGeek ?

Hello :). Looks rather easy. What have you tried so far and where exactly are you stuck? Do you need any part to be animated?

Hello. What have you tried so far and which difficulties have you encountered?

I just needed a static model with transparent water.I am using ANT Landscape tool but I am left unguided and taking lot of time since I am a beginner to blender.

You could create 2 objects, one for the ground:

Select some random vertices and move them up:

Extrude the whole plane down:

Create the sea:

Give it a Subdivision Surface modifier. Give it a Displace modifier with a texture Cloud in order to have a bit of noise, with Coordinates > Object and an empty as Object that you will move and keyframe. At last, give it a Wave modifier with this kind of settings:

Now give a texture to the ground that is basically a gradient on the Z axis:

Give a texture to the water that is a mix between Glass, Transparent and Glossy:

Give your whole scene an HDRI:

If you're supposed to make a part of your water flater (or decrease the modifiers effect), switch your sea object to Weight Paint mode, paint this part:

Then in the modifiers, select the group you've just selected, switch with the <-> button:

I've noticed just now that the big stone is Suzanne! Good one :)

You started the challenge!

"choose an empty as object that you scale on the X axis in order to stretch the cloud texture and create parallel waves" This part how do I get it to make waves?

you need to create an empty, then give your water object a Displace modifier, in this modifier click New and in the Properties panel > Texture > Type, choose Cloud. Then back to your modifier, choose Coordinates > Object, and then choose the empty as Object and choose Direction > Z. Now play with the empty scale to stretch the waves. Give a Subdivision Surface modifier to your object to smooth it.

What is empty? How do I make the empty?

Shift A > Empty

I got everything as said in the answer and is really awesome. Just one thing, to make it exactly like in the question image how to make those parallel waves?

There's an Ocean modifier that gives rather good wave simulations, but if you scale the empty enough with the current solution it will create more visible waves. Also, if you work with Cycles, you can try with a Wave node plugged into the Displacement node, tell me if you want to me to explain more in details.

I am trying to recreate the model in blender but after several tries, it is not coming exactly like in the image.,.so pls help

I will try this tomorrow and will let u know. One more advice from u is that if I want to make the a change in the wave by putting an L-shaped bar(as in the pic) I can use sculpt tool to do that right?

The bar I already made but if I want to modify the wave. Ie, the bar helps to reduce the wave intensity.

Let us continue this discussion in chat.

OK I understand, I've edited again, please take a look


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Plastic deformation soft body / cloth pressure / dynamic paint / waves
I want to simulat the rolling of dough and achieve something like this: https://media.giphy.com/media/uq8Nqas3wsCITJ1MiD/giphy.gif
I have tried soft body, cloth pressure,  dynamic painting, waves but all have at least one serious limitation.
My requirements are:

The dough conforms to the roller's surface and receives plastic deformation
The dough should be elastic at the front of the roller and behave like the total volume stays roughly the same.

What is the best approach to tackle this?

Hello, maybe you should cheat and use shapekeys?

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.

Just as @moonboots says, maybe you should cheat? The question would be, is your goal to somehow create something like this and intentionally wanting to achieve this with soft body physics... or is your only goal to get something similar to this no matter how? Because I would strongly suspect the reference is "cheated" as well.

I need to impress the exact shape of the cylinder (which may include other geometry and may even be conical). The above characteristics of the rotating "cylinder" will vary in time so it would be neat to just be able to impress the shape.  Other than that, @lemon's suggestion or even shapkeys (moonboots) should work

That can be geometry nodes:

Starting from the undeformed dough shape, make another one flat but with extact same vertices.

Then, test the dough vertices position compared to a given point on the belt (here y=1, for simplicity).
From that mix the original shape positions to the flat one, using a float curve to manage the transition between the two.

 (Blender 4.0)

You could use a Lattice cage that looks like a funnel, it will deform the ball, you'll need to keyframe its scale so that it stays round:

File:


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Physics simulations (upward collision)
I would like to carry out a physics simulation in my project: context, I have a cooler (ice cream freezer) and inside it is full of ice cubes, the issue is that I want ice cream to come out of the cooler and when you get up (animate +Z) the Ice cream, lift the ice too, like collision, but I haven't been able to do it, could someone please help me? thnx a lot guys.

hello do you an image of what you've already done, or a storyboard?

yes bro,  https://i.imgur.com/jn0ypUa.jpg


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Improve my game asset model to match the reference video (Stargate Portal)
I'm working on project which requires an animation whoosh type effect as shown in this video im using as a reference - https://www.youtube.com/watch?v=dkufTQZnRgk
My project file is in my GitHub here - https://github.com/shaunzorr/whoosh
I have the basic shape animated with a shape key and have added some displacement for the watery effect along with animating this using an empty in object co-ordinates.
I'm struggling on how I can make this look better, specifically the rebounding of the flat surface when the whoosh comes back in and the whoosh as it comes out of the flat surface.
This will be for a game I'm making in Godot so I think am somewhat limited by this, shape keys can be animated in Godot which is helpful.
Any input would be greatly appreciated.
Thanks

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Here is a try:

I've used an empty as Coordinates object, and moved the empty so that it moves the displace effect:

Also you could add micro details with a Bump node: