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How to generate "stellated" shapes?
I'm talking about shapes like this:

Or this:

I've installed "Extra Object" add-on, but I still don't know whether it can generate this kind of shape and where the option is.

You could just borrow a couple of steps from here. (Make a regular solid, get rid of unwanted edges, poke, scale. Or GZ with 'Normal' orientation.)

@RobinBetts what does 'GZ' stand for here?

That's the literal keyboard shortcut for 'grab(move) & constrain to the Z axis'. Here used  with face-center vertices selected. (Pivot: 'Individual Origins', Orientation: 'Normal' in the header dropdowns)

@RobinBetts ... dammit ... I didnt notice your comment ... grrr

@vklidu np :D .. different angle on it, and no add-ons.

@RobinBetts ... cosmetics ... :)

Add Icosphere > Subdivision 1

Bevel Vertices cmd+B type 0.304, Merge by distanc M

Search Poke Faces

Scale S

Solution with geometry nodes:

add an icosphere with 1 subdivision

hide the icosphere and add a Mesh -> Circle with 5 vertices

Go in edit-mode, E to extrude, Z and move up

Press M to merge vertices -> at center

Go to object mode and hide this "circle" and unhide the icosphere and create this geometry node setup for the icosphere:

result:

Depending on your dimensions it might be necessary that you change the threshold value a bit.


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Gizmo UI looks too small
In Blender my Gizmo looks like this:

But everyone else's seems to be like this:

I don't know what I messed up. I went over Preferences > Themes but only found settings fo Gizmo colors. How can I make my Gizmo big and easy to read like the image shown?

Under User Preferences > 3D Viewport > Display you can control the 3D Viewport Axis gizmo display type.
Three options are available: Interactive Navigation (the default), Simple, or Off.

Exactly what I need! Accepted & thanks very much.

source: Stack Exchange

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

sort: votes


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Lengthen an edge infinitely (a.k.a. vanishing point)
I'm using Blender to make 2D perspective drawing materials for educational purposes. I'd like to demonstrate how the vanishing points change along with the camera angle. I know how to animate the camera, but to show the vanishing points of a cube I need to extend its edges to infinitely.

How can I emulate this effect in Blender (preferably in EEVEE)?

Is this for a static render or do you need to be able to move around and see the same effect?

@TheTrueJard Being able to move around and demo in Blender would be the best. But if it's impossible I think it's okay to render an animation.

Blender can’t handle truly infinite values, the best I can think of would be to create the lines as a mesh and scale them up until they’re past the clipping point of the camera. They won’t actually intersect at a point but they’ll come very close to it

Since your screen resolution is far from infinite, moving points far away will quickly reach the pixel size of your display. Starting with a 2m default cube, extruding an edge back 5000m should be plenty enough to simulate infinity and have them join at a subpixel level. Before doing this, don't forget to increase the Clip End limit of your viewport of camera.
Here is a simple way to do it in the view port:

It's a little beyond the scope of the original question, but when I tried this the edges look very thin, practically invisible on larger displays. I tried to add a wireframe modifier but it only applies to the cube, not the extruded parts.

OK, skin modifier does the trick. It's not perfect but good enough for the demonstration.

If you want the wireframe modifier to work, you have to keep a face for some reason.

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


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How to model a simple semi-organic form like this effectively?
I tried to recreate a simple ribcage model from these reference images:

I ended up achieving something similar with crease edges and subdiv modifier:

But it was basically modeling by trials and errors. I just manually move vertices after vertices until they somehow resembled the reference. It took me ages and I think if I do it again it won't be much faster.
How could I approach this kind of task effectively?

Maybe you could begin this way:


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Why the curve twisted at one side
Converting mesh to curve i have made the shape. With the circle im making a bevel shape. One end of the curve is been twisted. I have selected all the verts and set the radius to 1. Applied rotation scale. Still the curve is twisted. Any suggestion or help.

Your Curve Segments are highly twisted. To correct this you can use Twisting > Smooth under Curve Data tab - Shape section.

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


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Why no displacement seen in cycles render
With the node wrangler addon. I tried the node setup. Will the maps. With the cycles render i cannot see the bump result.

Cycles Render Result

Node Setup

In Material -> Setting i have selected Bump+Displacement but wired result.

Any suggestion or help whats going with the nodes.

Displacement > Midlevel 0.6 > Scale 0.1 seems to be working fine.

I don't have the issue of missing bump in provided blend file.
Probably it is work of Denoiser? Pattern in that distance is really small.
Destruction on last image is caused by high Displacement Scale value.

in closeup view it is visible. in distance view its just a plane color. how can i adjust

Disable denoiser ... Or scale up texture ... ?


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How to align the edge
How to align the edge in straight line. I tried align with S Y 0, The shape of my mesh got disturbed. Any way to align the edge without disturbing the mesh.

How its working S Y 0

The underlying geometry is quite interesting and needs to be cleaned manually.

You need to join vertices with J key to create clean lines. New edges are highlighted with red in the image below.

Next you need to dissolve remaining out of place edges shown in the image below. This can be done by selecting the edges, pressing x and selecting Dissolve Edges.

The remaining line is quite clean.

Did not work https://imgur.com/a/0NzX0GB

I edited the answer. This should work better.

UV for creative use of 'interesting' :)

Try the following: Put the cursor on one of the boundary vertecies. Select the loop with opposite vertecy selected. Choose manipulation center to 3D cursor. Press S Y 0... tada.


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Tilt a loop cut without affecting the whole form
I want to rotate a loop cut from this:

to this:

If I simply rotate it, it would affect the whole form:

which isn't what I want.
I know in this particular case, I could've use a knife tool to cut through the cube. But I'd like to know if it's possible to "tilt" an existing loop cut without changing the bounding geometry?

you can slide the vertex or vertices with GG, you can also select the whole loop and use the Shear tool, but it will only work fine if your object is aligned with the axis

Just to amplify on @moonboots' comment, you can use the ShiftCtrlAltS Shear tool, (with X or Y to determine the direction of shear,) which works in View space.
If your cube is not aligned to one of the preset orthogonal views, you can align your view to a face of the cube by selecting the face, and hitting Shift7 on the numpad.

But this only works for simple case like a cube right? On a twisted form (like a vase) sheer will change the bounding form still.

The shear will translate straight along the locked dimension, in proportion to the (signed) distance from the pivot, so yes. Perhaps you want to K (+Z) cut through your vase?


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Extrude along individual normals without changing the normal direction
I have an insetted cube like this:

Their normals are quite, normal:

But after I "Extrude along Individual Normals", the faces change in direction:

How do I extrude them like this:

?

Use the S key (even thickness) while extruding.

Just check Offset Even in the pop-up menu.

It works! But I wonder why it changes normal directions by default? I looked up the docs but only thing I found was https://docs.blender.org/manual/en/latest/modeling/meshes/editing/transform/shrink-fatten.html and it states "This tool moved selected vertices/edges/faces along their own normal (perpendicular to the face)".

@LaiYu-Hsuan Your OP shows Face Normals. The tool actually uses Vertex Normals, which is actually what you want, for direction, but you also sometimes want the length of the extrusion to vary from vertex to vertex, to keep the new faces parallel to the old ones.  That's what 'Offset Even'  calculates.


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BGE Animated Fireball Group
In my game I have an Empty that adds my object magicfbgroup to the scene.
Magicfbgroup is a fireball I made by using several spheres with the same image texture that spin in different directions. It also has 3 planes for x,y,z in the middle that spin as well. All are at about .2 alpha to make a pretty cool fireball... I like it anyways.
I originally had an object that was made by joining several planes then using property to add/kill each plane. In the object I was using always + location to make the fireball shoot forward. This was working, but I like my new fireball wayyy better.
I couldn't make all of my spheres and planes a single object because it messes it up. Seems somethings happening in the difference between Group and Object. When I play the animation now it either goes in a pretty cool orbital loop that i may use later. As the objects are rotating in the animation they are then moving +1. So instead of spinning in place and shooting forward it goes into orbit. Or I can get it to play the animation once, then shoot forward, but the animation stops. Doing LoopStop causes the orbit.
I need the fireball to move forward and end if it collides.
I tried making a stationary sphere in the middle of my fireball and parenting the group objects to it. Still happening.
I think I have screwed up something with location/rotation some where or I need to lock the direction it can move some how and I'm just missing it.
Any ideas? This a dumb way to make a cool fire ball?

Groups within the BGE
Typically you do not work with groups as the BGE does not support groups.
The BGE supports group instances, but a bit differently than Blender.
An instance typically consists of

the instance members (copies of the objects assigned to the group) and
the dupli group objects (typically an empty)

While in Blender you can move the dupli group object around and the members will follow within the BGE they have no relationship. When you move the dupli group object the instance member will remain where they are.
I just tell you that to explain why I think your issue has nothing to do with groups.
Orbiting animation
Orbiting usually occurs when you move an object forward along a local axis and rotate at a local axis. You basically change the direction of your forward move. In natural words: you move in a curve
Spinning is orbiting without moving.
But how to move along a path and still spin around yourself? You do not move forward at you local axis, but at another axis that is not local. Example: you do a step towards your target without caring your local orientation.
This can be hard as you need to compensate your local orientation.
What if you do not move at all? You let you move and just focus on orbiting.
A simple way is you parent the spinning object to another object (e.g. an empty). This way the spinning object does not move (relative to the parent). Then you can move the parent as you like. The motion will not influence the rotation and vice versa. Make sure you move the parent and turn the child.


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Mesh in object mode shows up with 0 vertices, help?
I got some weird issue, in object mode my selected mesh has 0 vertices etc

but in edit mode it shows the correct number of vertices(gewijzigd)

when I export the mesh it shows up empty as if there isn't anything
Anyone got an idea what's causing this ?

It also shows 0/0 objects which is weird because I can select them all in my viewport.

For some reason there was only 1 layer in the scene selected in the render layers tab which caused this issue. I've selected them all again and the issue fixed itself.


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Can I use my ubuntu server without a gfx card to render?
Can I use my ubuntu server without a gfx card to render?
I already got blender installed and when I tried to render a test file (cpu/cycles) I get multiple errors, file itself is ok, it renders fine on my laptop. So before I go bughunting it might be good to get an answer on my question :)
Much appreciated.

Sure. Set the device to CPU and render via command line https://docs.blender.org/manual/en/dev/render/workflows/command_line.html

If you have packaged your external assets with your .blend file, such that when referencing these assets you're looking for UV map images in, say, "//Assets/UVMaps/", you should be able to simply use the command line to render.  The trick is to use the -b (batch) switch:
blender -b [file].blend
which will give you headless (no GUI) operation.  Next up are a few command line options:

-S : select the scene to be rendered
-a : render the full animation (only applicable if you're doing an animation)
-f : render a specific frame (should not be used with -a)
-F : the output format to utilize (this may already be set up in your .blend)
-o : save the rendered output to a specific file (not needed if you've already set this up in your .blend)

For a single frame of an animation, your command line may look like this:
blender -b [file].blend -S [scene] -f [frame number] -F PNG -o frame_######.png
For the full animation, your command line may look like this, assuming you've already set the format and output parameters in the .blend file:
blender -b [file].blend -S [scene] -a
Note that if your .blend has only one scene, or if you have saved your .blend such that the active scene is the one you wish to have rendered, -S is optional.
If you're still getting errors, to better diagnose what's going on I know that I for one will need to see what the actual error log is.


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Can't view color with Diffuse BSDF!
I was following a tutorial on how to make realistic trees. In one part, the person makes a leaf and uses nodes to make a material. He uses a color ramp and the leaf turns black and white, but the person was able to view it in color when he clicked on  Diffuse BSDF. However, I still see it as black and white! I fear I have done something wrong and if I continue without trying to fix it, I will mess up my mesh later on.
I searched everywhere on Google, but I had no luck.
Here is a screenshot:

With the Image texture Add transparent and Diffuse BSDF with Mix Shader. With the Alpha of image texture connect to Factor of Mix shader as shown in image.

Another simple way just activate Image as plane addon in Blender. Press  Shift+A Mesh -> Image as plane. Navigate to the png image. Thats it Press Shift+Z to render view.

I think the person might have enabled the 'Node Wrangler' add-on. Here's how you can activate it:
Then you can view real-time node updates like this : https://youtu.be/jIGJOwOjAtI?t=164

You connected the image texture to a ColorRamp (black/White) and that's exactly what you get. if you want to see the color just connect the image texture to the Diffuse directly.
maybe link the tutorial so we can see what is the issue exactly..

Ok I found the problem. I had to delete a material node and replace it with a material OUTPUT, thanks atek!


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How to connect these faces smoothly (if possible)
I want to make a cliff scene like this in Blender:

So in order to do that, I'm trying to connect these two faces together (each one is a plane and has a displace and a subdivision surface modifier)
However, when I connect the two faces in Edit Mode, it looks like this:

What should I do? Should I even connect the faces at all?

Have you tried the bridge edge loops command in edit mode?

I think you shouldn't have connected them in edit mode. First off, select any one of the plane in object mode. Then add the boolean modifier to it. Select the second plane as boolean object and set the type to union.
Alternatively, you can try sculpting your mesh with smooth brush.

I tried the boolean step, and nothing happened, so I applied it and my computer froze. Sculpting only lets you edit the mesh and not apply anything new (I think).

I've added another answer. Check that out.

This could work, select both of your mesh object, and join them, and then you can click the edges, and then from the menu:  Edge > bridge edge loops.

This might probably help.

Let me know if this works for you.


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Cannot make face, even with 4 vertices
I'm modeling a chair for practice (since I'm a beginner).
I'm trying to fill in two areas. However, nothing happens when I press the F tool, even though they are 4 vertices each.

When I press F for the vertices in the second image, this happens:

Why can't I fill in the vertices? What am I doing wrong?
Thanks for any help!

It looks as if you are using Skin and Subdivision modifiers to create your model .. is this right?

I am doing both, yes.

do you ask for help filling the hole with a face or to get rid of the artifact in the top left corner?

You're not doing anything wrong, the tools you have chosen are working as expected, but perhaps they are not the right tools to achieve what you want. When you hit F, a face was created between the vertices around the back of your chair. If you use the little eye icon to switch off the Skin modifier, and switch on 'Limit Selection to Visible' you'll see it there, solid shaded. That face is the one that a modeler using F would usually be interested in. (i.e the faces between edges, not the ones a Skin modifier has put around edges)
The Skin modifier rapidly creates enclosing faces to a skeleton of edges and vertices, and with it, you can quickly convert those edges into an armature to control the deformation of the faces in animation. It tries its hardest to behave well at junctions, but things made with it are usually organic, and best kept simple.
To create a chair-frame, and learn some Blender at the same time, you could perhaps try a 'Box Modeling' approach .. I've just searched on 'Blender Box Modeling' and come up with some pretty reasonable looking tutorials.

Ok, I'll avoid using Skin Modifier and look up Box Modeling. Thank you for the answer.

No need to avoid it altogether ..  it has its place! But it would certainly be worth exploring other ways of making chairs :)

Looking at your selected vertex, it does not appear to be attached to the vertical edge (see how the line is dark and then fades as you move away from the vertex, but it only does this in one direction). I assume you have duplicate vertices, and thus do not have a closed loop when trying to apply the face.
Delete the duplicate vertex, recreate the edge between the vertex you have selected and the vertex below and this should solve your geometry problem.
In case you don't know, which is the duplicate select all A and then click remove doubles in the toolbox to the left (show it with T).

I cannot see your point. All vertices are selected. There is no case of a duplicate visible.

I agree with quiliup

@quiliup: look carefully at the picture. The upper left vertex is highlighted, but the line extending from the vertex is only highlighted for the horizontal edge. The vertical edge does not show the same highlighting/fading. This means that the vertical edge is not connected to the vertex.


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Displace does not work on images as planes
I was following this tutorial on how to make a cliff, but what works for him doesn't work for me. He makes an image as a plane and is able to loop cut and subdivide it, use a subdivision surface modifier and displace it to make the plane have bumps on it. However, when I do the exact same thing, when I get to the displace modifier, it instead moves it a distance along the y axis and not create bumps. Here is his result:

Here is my result (it doesn't matter how big the number is in the view section of the subsurf modifier, by the way):

You are using a different version of Blender than what is used in the tutorial. I believe in older versions of Blender the default displacement texture that gets added when you press 'New' on the modifier is a 'Clouds' texture, which causes the displacement. In newer versions of Blender it seems that the default texture that is added is an 'Image' texture, but until you actually load an image in the texture panel, nothing will happen, hence no immediate displacement.
You should be able to just continue with the tutorial as normal. In the next step he actually explains how to change the texture type from 'Clouds' to 'Image' anyway. When he explains how to do this you can just change it to 'Clouds' for a second to see that you are in fact getting the same results.

Ah ok, thanks, I should have not been confused so easily. Thank you!

@TheBestQuestionAsker If this answer has helped you, you can 'accept it'. See: https://meta.stackexchange.com/questions/5234/how-does-accepting-an-answer-work


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Lost UI properties bar and can't get rid of other bars
This properties bar:

disappeared when I accidentally opened the Grease pencil bar. Now the area where the properties bar looks like this:

I cannot collapse it, and I cannot get the properties toolbar back!
How would I do it?

Also related https://blender.stackexchange.com/questions/1223/how-to-close-open-a-view-panel. Looks like you opened UV editor window instead of the Outliner, inside that UV editor open up the menu with editors and find Outliner there or press Shift+F9.

I guess its something like this

Please save your file, close blender and re open it, open your blender file and un check the Load UI check box as shown below:

We are all set:

Best of luck!

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


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Is there a way to use 'render region' with numeric input for size & position?
I'm trying to overscan a tracked shot basically: I've shot some green screen footage, but the studio was not large enough to get the camera sufficiently far enough away from the talent for the shots we need, so I've got to extend/zoom-out the shot using overscan.
So I'm comping my 4k plate on to a 6k or 8k blank background, then tracking the shot, using Syntheyes with an un-distort/re-distort workflow, and outputting a Blender scene for the CG.
All good so far, but obviously a pain to work in 6k or 8k regardless.
So I need to render a 6k or 8k image in blender, but 1k or 2k of the border around the shot is all totally redundant.
So how can I 'render region' with the region accurately centred, and define the width and height of the region in pixels?
So I'm not wasting time rendering a load of pixels which will be thrown away in the composite anyway.
Cheers
Mark

I'm an idiot; Ignore the redundant pixels bit, I do need them! The question still stands though, can you define the size and position of the render region accurately without 'drawing' it?

You can turn on the Python Console Shift+F4 and define the border there.
Use commands:
bpy.data.scenes['Scene'].render.border_min_x
bpy.data.scenes['Scene'].render.border_max_x
bpy.data.scenes['Scene'].render.border_min_y
bpy.data.scenes['Scene'].render.border_max_y

Like so:

You can also turn on the Amaranth Add-on that comes with Blender (Have the 'Community' button ON) in order to see how large the Border render box is:

Even better: https://blender.stackexchange.com/q/44504

True, that's way better - especially the Add-on in one of the answers

Hello All! Sorry for the late reply but thanks loads! (I've been running away from Europe and self-isolating in Sydney, hence the massive delay!)


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Objects Dont Match In Modes
After I started to make seams to work on "TEXTURE" I decided to Clear Seams and restart
Now I get this in Object Mode. How did this happen? Also when I render I get the same image as Object Mode.

Was the object mode how it looked when you initially started sculpting?

No, It changed after I marked seams and unwrapped in UV, I am new to BLENDER (and the 3D world I might add) so I am assuming its something pretty easy for experienced artists

I still can't tell what happened but I'm pretty sure it has to do with your sculpt mode.

Haven't used SCULPT MODE yet but I will check it out. If you have any idea  what other thing might cause this partial render give me a holler

Can you post your blend?

Is there any modifier stick to your object?

To expand on @Carlo question, modifiers can be turned on/off for different modes, it looks like you may have a remesh modifier that is disabled in edit mode.

Guys I just redid the project using just one object and extruding the heck out of it .. so far so good. Thanks.... (Ill send over the file tomorrow its 3am over here) :)


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User Preferences Appearing with Screen Tearing
I downloaded Blender and tried to open User Preferences, but it appears with screen tearing.
Here is a screenshot

Artifacts like shown one generally mean that something wrong is with graphic driver, either it's not updated or not supported. It doesn't seem to be possible to tell more without more technical information. You can edit the question stating your graphic card model, drivers updated / not, CPU, RAM, operational system etc

Does opening prefs as suggested in related https://blender.stackexchange.com/questions/16285/user-preferences-lags-blender work?

@Mr Zak im updating drivers. thx for help


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How do you apply textures and colors?
I'm finding that the more I use Blender the harder it is. I'd just like to know how to apply a texture or surface to an object. I can't find that anywhere.

You need to specify the version of blender you are using, and the render type

"how to apply a texture or surface to an object" what do you mean? Any screenshots of what you'd like to get and what you have so far?

Why does render type need to be specified? Any render type... lol. I just want to give an object a color, texture etc..... V2.79b

I keep having to quit blender before I can render anything. I can't get the menus to stop disappearing!

To get it better, video tutorials will be an option... You can get a lot of tutorials that includes both versions at YouTube

This might be helpful, if you want to know how to brush up your question so it's not too broad.


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OBJ import doesnt work
Since a few days my Blender fails to import .OBJ files and I don't know whats wrong.
It worked fine 2 days ago and I did not change anything in this time.
I tried everything now and even a reinstallation didn't work.

"I did not change anything in this time" Not even the imported file?

nope (i tried other files to be sure)

actually i got it fixed myself.

somehow Blender had 3 different directories in my system, don´t ask me why. so i rearranged the files and put them all into one folder and it worked somehow. Thank god i had backups from my Userprefs and startup file. But still, thank you.


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Adjusting dimensions in one axis affects the size on other axes
I have a mesh and when I try to scale it by adjusting the dimensions (X dimension for example) in the N panel, the rest of the dimensions (Y,Z) decrease in size. How do I make this stop? I've already done Ctrl + A  and apply scale.

Scale with X then press X  and only X axis will decrease in scale.


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Materials change when I export a fbx file to Unity
I am pretty new to Blender. I am trying to export a character from Blender to Unity, but when I import it in Unity in FBX file format, the materials get somehow mixed up, so for example the hair becomes blue, but in the blend file it is yellow.
I didn't do any complicated stuff to my material, I just set the color at the Diffuse section. If it matters, I initially checked the Shadeless box, but I unchecked it and it still doesn't work.
I also want to mention that I have all the materials applied to the character, which is only a mesh (it kinda looks like a Minecraft skin, because I chose to do it low-poly).
So should I:

try other formats for exporting?
unwrap the model and apply materials in Unity (I don't know how to do it)?
give up?

Any help is appreciated.

This is normal, occurs because each software has a different material system.
When you export to fbx it converts the information to a "universal" compatibility format, so some types of standard information are preserved, like diffuse color, vertex paint, UV Maps, but not Blender specific settings like multi layered textures, alpha, blending mode, etc. .
Unity has a very restrictive material system that makes hard to adapt complex graphic ports. In some instances you may have even to write shaders in c# code to get good results, so for porting to Unity keep your materials with as simple setup as possible.


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Bevel not...beveling properly
I'm taking a course and the instructor has beveled an edge and I cannot get the same result. My bevel only bevels on segment on one side then the rest, about 4 or 5 segments bevel on the other side. Other words the bevel is not beveling evenly on the top of a cylinder. Pictures below

maybe you've scaled your object in Object mode and haven't applied the scale? Try this: Cancel your bevel, select your object in Object mode, ctrl A > Apply Scale, then, back to Edit mode and try to bevel again

The bevel appears distorted because the mesh has non-uniform scaling.
You probably scaled the object along a specific axis e.g. S > X. If you instruction had done this in edit mode, the scale doesn't change, but if one scales it in object mode, the scale will remain unapplied non-destructively. The visual appearance is the same. You can apply the scale in object mode, then return to edit mode and bevel.

Leave edit mode and go into object mode ↹ Tab.
Press ⎈ CtrlA and choose Scale.
Go back into edit mode ↹ Tab, the bevel will work as expected.


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(Beginner) Inset weight "extruding" faces individually
Pardon the terminology in the title, just to be clear I don't want to extrude at all, but I have an inset I want to do following along with a tutorial where I have the back of an engine I'm modeling and I want to inset the faces a specific way.
With the weight its "extruding" the face individually (first picture) where I want the connected faces to "extrude" together as two connected faces, second picture.
I can't figure it out at all. Please help :(

it looks like a classic extrude

But not even the extrude works the way I need it too, it always does the same thing whether its Region, Vertex Normals or Individual Faces

I'm not entirely sure I understand.  First, I don't see any completed inset faces, only the state after extrusion (first that appears to be individual faces, the second that appears to be regions.)  Second, I'm not familiar with your use of the term "weight"; I'm used to it being used to talk about the extent to which a vertex belongs to a particular vertex group.
Note that it would be easy to get the first picture on accident if you have any doubled geometry, possibly by canceled extrusions.  First w->remove doubles.  Also note that extruding one checkered ring, and then extruding the second checkered ring, will get you the first picture, but extruding both together will get you the second.
Now, here's a default (region) extrusion similar to yours:

If I follow that up with inset faces, I'll get:

Now, maybe what you're talking about is using an inset follow by a scale; this is basically the same thing as an extrusion anyways.  Here's what happens if I inset with everything selected:

I can then move those faces any which way I'd like.  However, if I try to do this in two passes, or if I enable "individual" on the operator panel, I get

You'll notice that if I now try to move those faces, I'll end up with separate faces, as in your first pic.

I'm sorry with "weight" I meant "depth" in the inset settings

Don't know why that word popped in my head. After some more investigation I can just extrude it, but in the class I'm doing he insets it and I want a clear understanding of whats going on so I know how to do things in the future. That's all.

Okay, I've never played with depth so I didn't realize that.  Played just now though.  All of the same stuff applies when using depth.  The fact that you got the first pic is probably due to doubled geometry.  Does it make sense now?


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Second 3D View FOV ultra wide
So I opened up another 3D view and for some reason the second 3d view is super wide and when I make more 3D view windows it's still ultra wide and I don't know how to fix it.

In the properties panel, press 'n' to bring that up and go to "view" and you can see the lens view in mm, the default is 35mm, so you can set it to that.


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FBX file boujou track data lags behind video
I got my FBX track from boujou in blender but I can't seem to get the track to move with my video, I've checked the frame rate and made sure all settings in boujou match blenders.
The track is always just lagging behind the video and I just can't figure it out. I'm not sure what else it could be.
You can clearly see my problem in my gif.

Thats not the full shot though its a much longer shot with more movement and blender just couldn't handle it

Did you pre-cached?
Also check your current timeline is running at 23.976 it looks like your video is not 24 full frame. Check your video´s fps, then the timeline (render), then the cache before you track.
You need to re-do the track after you set all those things up.
Please vote me up on my answer if you find it useful. Thanks.

I did everything at 23.976 fps but I know boujou doesn't diffentiate between 23.976 fps and 24fps so I tried both with the same result. But since I shot the footage in 23.976 at 4k I'm going to keep it that way. I've also tried rendering a smaller 1080p version of the video with the same results, it plays faster but it has the same result. So I've also been trying to search how to pre-cache I think i know how but it doensn't seem to work. Are you saying cache before I track in boujou? Or cache the tracking data before I play the camera motion.(See next comment)

Also everything in the camera in blender plays fine until I play the video as the background. It plays better in 1080p but still lags behind, or the track lags behind. I'm not sure which.

HOW IN THE WORLD MY ANSWER GOT -1¿? I´ve mentioned correctly this is a caching issue. What´s wrong?

I didn't down vote, just so you know.


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Making 3D background blend in with video
So I'm building a 3D set that I can green screen in since I can't afford to build or rent a pro studio. So I'm having some trouble with making it look real  with video footage, or as close to real as I can make it. Between the blender camera and the real camera I've matched the distance between camera and subject,  the focal length and the height, I've also added DOF, the camera sensor is 1/2.84", the crop factor is 7.3024, but I think these are small potatoes in comparison to the lighting and materials.
So what I'm looking for is some advice on what to do next, or what I should work on. I've combed through the stack exchange for various different problems and I've got a lot from it and at this point I need to know where to go. I'm thinking lighting is the problem, in blender and in real life. In blender I'm going to put a human mesh and see how to the light looks in blender and replicate that in real life with the lights I have.
Some other thoughts I have, I think some things are too small, including the screen in the back (look at the window panes in reference image) but again I think the biggest problem is the lighting. How I built the walls is I modeled the window panes added materials as needed and have an emission panel for each window pane. As you see below I have reference images to what I'm building, I don't want the same camera angle as it won't fit my space for recording in real life and below you can see the raw render out of blender then added some saturation. It looks a lot better but it still looks fake.
Yes I know there's a hole or cut out in the floor on the reference image, I'm thinking of adding it in my render, let me know if you think it should be in there. Also don't worry about the black muddiness under the chairs, that's the green screen keying I'll worry about that later.
In short, I want to get opinions on what I should work on. I think it's lighting at this point, but tell me what you think is not selling this render.


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VSE Voice Over Capability
New user evaluating Blender here...
For the Video Editor component of Blender, I fail to locate the ability to record a voice over. Does Blender VSE have the ability to capture audio from a microphone directly to the timeline and save the captured audio as a separate WAV file? Kdenlive, Lightworks, and Davinci Resolve have this ability.
If not, are there plans to add this feature in the future?
I am having trouble finding Linux software with this feature. I can't use DR in Linux due to no H.264 codec support and me having a full AMD system (mobo, CPU, GPU), Lightworks records voice over as MXF file and is very unconventional for editing from what I am used to, and Kdenlive I just do not like not to mention its love of crashing. At this time, I am forced to record narration with Audio Recorder, clean up in Audacity, import the file into Flowblade, and manually sync it with video.
I can tell the VSE in Blender is a sub component as modeling is its main function. It's a bit unconventional to do editing like Lightworks but I can grasp its functionality quicker if I stuck with it. But, there is no reason for me to use it over Flowblade if I have to use the same import/manual sync process for narration. I do like that it is FOSS with no restrictions or licensing vs Lightworks.

No, this feature is not in Blender.
It has been suggested here:
https://blender.community/c/rightclickselect/7cfbbc/
But so far it has only one vote...
However, Shotcut has this feature:
https://www.youtube.com/watch?v=SkLgpx2E6CI
EDIT: This add-on can be used: https://github.com/tin2tin/audacity_tools_for_blender

Thanks! I gave the post another vote for recording a voiceover in Blender. Shotcut I’ve reviewed before. It still requires reimporting the wav aligning it up into the timeline manually. Unfortunately, this has become a tedious task especially since I create multiple videos a week. I have a feature request for this to be added to Flowblade and the developers have already agreed to try and implement it two versions from now. In the interim, while I wait, I’ll be switching back to Windows so I can use Davinci Resolve.


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How to have different object info for post-separated objects?
The goal is to create an array of planes that display a rotated texture which depends on the object index of each individual plane multiplied by 90 degrees.
Steps of Issue:

Create one large plane mesh and subdivide
Each subdivision is that separated to create a new object
Use the Shader Editor to insert and connect nodes as shown below

The result is that each object has texture that has not been rotated.

I think you are mistaken about the meaning of this node. The object index is an information you can use when rendering your scene for the compositing (and in the shader editor with this node), it can manually be set in the object properties > Relations foldout but it doesnt automatically get incremented with each object

@Gorgious If this node (or the output) isn't intended for use in a material, then why can it be added to a material?

I edited my comment, it can indeed be used in a material, but you actually have to manually update them or use a python script to do so, but to my knowledge there is no way to get the index of creation of each object

@Gorgious You're correct in that you have to manually set the index (which you should add as an answer).

Alright I figured the (simple) script to do it, I'm writing an answer

First method (answer to the question)
The object index references the object pass which can be used either in the shader editor to pass information to your material relative to each or different groups of objects, or in the compositor with light passes.
But its purpose is not to get automatically incremented each time you create an object.
Thus, you can either manually change their number or use a very simple script to do it automatically.
Open a new workspace of type "Text editor", create a new script with Text > New. Write this (important : You must respect the 4 spaces offset or add a tabulation on the third line else the python interpreter will complain) :
import bpy
for i, obj in enumerate(bpy.context.selected_objects):
    obj.pass_index = i

Then, select all of your plane objects in object mode, and click "Run Script" in the top right corner of your text editor. Voilà !
This method seems to remember the order in which each item of an array has been created so your node network should work.
Important : The mapping node works with radians, so you either have to add a math node set to "To radians" (V2.81+) or type "pi/2" (without the quotation marks and in lower caps) in place of "90"
Second method (exploring the node network)
If what you are trying to achieve is simply to have a plane with regularly places 90° rotated squares, you can achieve that with a single object and a bit of node magic.

Add a "Texture Coordinate" node
Add a "Vector Math" node set to "Absolute", and connect the object output of the Texture Coordinate node to its input
Connect this node to a "Vector Math" node set to "Modulo", and set the second vector to 1,1,1. This will create repeating squares of size 1 in x and y directions.
Connect it to a 'Vector Math' node set to 'Add' and set the second vector to '-0.5,-0.5,-0.5'
Connect it to a 'Mapping' node's 'Vector' input
Add a 'Vector Math' node set to 'Floor' and connect the texture coordinate's object output to its input
Connect it to a 'separate XYZ' node
Add a 'Math' node set to 'add' and connect both the x and y outputs
Connect it to a 'Math' node set to 'Multiply' and write "pi/2" in the second field.
Connect it to the 'Z' input of 'Combine XYZ' and connect it to the rotation input of the mapping node.

Voilà ! Scale your plane way up in edit mode. You now have a repeating pattern along X and Y, which rotates with every new square.
Example with a "Gradient Texture" set to 'Linear' :

No reference to an infamous 4-armed shape intended
Let's go deeper. Let's capitalize on the node flexibility to add a value node which will make the square pattern tweakable.

Add a value node
Connect it to the bottom socket of the "Divide" node
Connect it to bottom socket of the "Modulo" node
Connect it to new "Math" node set to  'Divide' by 2
Connect this to the second field of a "Math" node set to 'Subtract', with the first one set to 0
Finally, connect it to the bottom half of the "Vector Add" node

Result :


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Why can't I move this face without it extruding?
I don't know how else to explain it. I just want to move the face back, pulling the existing faces next to it back a little bit with it. Instead, it creates new faces like I'm extruding, even though I'm not. How can I make it only move, not make the new faces?
Here's a gif of what's happening:

I believe there is a small loop around the face you select. As you select the face and move it the small loops faces are stretched and it looks like you extrude.


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How do you change what object the node editor is editing?
I'm a total noob to blender. I've tried to start using the node editor, but when I added the texture it went to the wrong object instead of the one I had selected when switching from object to edit mode. Closing and reopening node editor didn't work, either. How do I make it so it edits the object I want it to?

The node editor will show the shader from the selected object. Are you sure the node editor is set to Object instead of World?

You need to make sure you are not in the "World" node settings and that you are modifying the right slot if your objects has several materials.

Alright! With the information here, I managed to figure out that the node editor is attatched to a material and got the proper material selected. However, wheni  connect everything together with a diffuse to get it to give me a tecture (copying from online) it doesn't show up the texture. Any ideas?

You need to make sure that your model has been properly UV-unwrapped. You can test if your material works by applying it to a default cube for instance and check if the texture shows. To automatically unwrap a model select all its vertices in edit mode an press "U" > Smart uv unwrap


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Keep one HDRI for lighting and another for the background?

So how would I keep one hdri for lighting and use (and be able to edit / adjust) another one for the sky?

Mix your 2 Background nodes through a Mix Shader and use the Is Camera Ray output of an (Input) Light Path:

maybe you should mention that you should use the camera as texture coordinate?

@Chris I'm not sure what you mean, actually what will be plugged into the top input of the Mix Shader input will be what will light the scene, while what will be plugged in the bottom input will be what will be seen as background, I thought this what the OP wanted to know?

i meant the "not showing" texture coordinate node ;)

@Chris The Environment Texture uses by default Generated coordinates when nothing is plugged in - and to use different HDRIs for lighting and background it is not necessary to set the coordinates to Camera, in which case it is irrelevant what is plugged in there since it would work without any Vector input.

I think that the OP wants an invisible background that will be the one that will enlight the objects, and another one that we will see but that won't act on the objects

@moonboots That's how I understood the question as well.


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Including external Python libraries in Blender addon
I am developing a Blender addon, which needs few external Python libraries (e.g. scipy, pandas, etc). I was wondering about the best approach for including them into a "stand-alone" software package. My approach would be to embed them in the addon directory under /packages/modules
Myaddon
-packages
  -addons
  -modules
     -scipy
     -pandas
     -etc..
  -presets
  -startup
-file1.py
-file2.py

This approach seems working fine. Of course, the size of the addon is bigger that initially anticipated, but I thinks that this approach is probably the only one that can make the addon usable also for non-Python users. What do you think? I just wanted to hear some other opinions.

The site package folder should be in sys.path and created for each Python version like site.getusersitepackages. You can use what site.getusersitepackages returns which for Blender is already in sys.path or create one inside the addon folder.

I actually added a Script Directories in Blender preferences -> File Paths. Here I selected the folder Myaddon/packages
That worked on a "virgin" laptop with no Windows sys Python installed. This means that the only thing that a user should do is to extract the .zip file and select Myaddon/packages folder under Blender preferences -> File Paths

That adds the folder to sys.path but does not solve other problems. You can add it yourself with sys.path.append somewhere in the register function. My solution is this.

Which other problems are not solved by the solution I proposed? Can you make an example?

Managing libraries for different python versions. And the needless requirement to add that folder to Script Directories which is not intended for it.


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Rigging Glitch?
I followed a tutorial on YouTube for modeling the character, but I followed a forum for the rigging. When I try to pose the right side, the left side moves with it, oppositely. When I try to pose the left side, only the armature moves.

Hello, please share your file so that we can test: https://blend-exchange.giantcowfilms.com/

Hello, please post a screenshot of your whole interface https://www.take-a-screenshot.org/


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When spawning an object in blender its invisible
When i spawn in an object in 2.82.7 with a plugin/script or while clicking the button the object is invisible here is an example of a spawned in sphere while its selected

There is no need for lights because im in "solid mode"
When unselected the object is completely invisible (there is no outline)

Now the only way i found to fix this is i switch from "object mode" into "edit mode" and the moment i do that this happens

This also works if i press this button

If i switch back to "object mode" or disable the icon above it returns back to being invisible and the only way i found to make it visible is if im in "edit mode" (or the icon from above is activated) and then i deselect the object (by left clicking on empty space) and after that going in "object mode"
Here are all the steps in picture form
Deselect

object mode after deselecting

and now the object is visible and the "icon" from above is not active now
here is an example

if i select something that isnt an object or camera and go to "edit mode" and do all of the steps it doesnt work
also if i go back to "edit mode" and select a face and go to "object mode" without unselecting it it turns invisible
example

btw if i go up to a higher version of blender for example 2.9 then blender doesnt start for me but crashes on the "start screen" the like "command window" with all of the "words" before it would launch
I have an AMD processor and an AMD graphics card

How would i enable High Quality Normals because i dont see the "Performance" section in the render settings @Gorgious

https://blender.stackexchange.com/questions/204044/viewports-broken-on-rx-580 https://blender.stackexchange.com/questions/204897/how-come-all-of-my-objects-are-just-outlines https://blender.stackexchange.com/questions/204687/eevee-rendering-materials-dont-work

@Hellcat_destroyer Try switching the render engine to Eevee

@Gorgious both in eevee and cycles there is no option to enable "High Quality Normals" in eevee there isnt even a "Performance" section in cycles there is a "Performance" section but not the option to enable "High Quality Normals"

@Timaroberts the only problem i have is the one i stated none of the other problems are existent for me

@Hellcat_destroyer Have you updated your GPU drivers lately? If yes, then roll them back as noted in the solutions mentioned in the linked questions.

@Timaroberts that would probably fix it but if "recently" means in the middle of this year then yes i updated them then and then i checked for updates recently and there is no newer version so in short that would probably fix it but im looking for a better solution that doesnt include reverting my whole graphics software to an older less good version so thats why im asking about the "Performance" section cause that would be easier and more effective

Use the latest 2.83 version

@Gorgious will do

@Gorgious im back sorry for the long wait but it doesnt fix the problem its okay tho its not rly a big problem its just slightly annoying just saying this so it doesnt seem i just disappeared after saying that without an answer to the fix


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Bending / folding issue?
Getting issue with the folding mechanism. I want to fold or bend the bar so that it get the 90 degree angle. The mesh getting merge inside each other and to some angle its away from the screws.
Video

Need little detail information regarding the bending or folding mechanism. How it works. Any suggestion or help. Thanks

if you're planning to animate, you need to keep in mind that the 3D cursor won't be taken into account, it's the origin that will be the axis center, so maybe you should put the origin where you want to put the axis center?

adding to @moonboots Comment: In edit mode, select vertex, vertices, or part of the "bar" you want to be the Pivot point (internal cylinder), and then RMB: Snap vertices: Cursor To Selected.

Then in Object Mode: RMB: Set Origin: Origin to 3D Cursor.  Then your pivot point will be correct

I then did the same for your "Plane.014" connection point internal cylinder.
I then aligned the bar (origin) to the Plane.014 origin:

And then the rotation of the bar was as desired:

Here is the result:
Also consider setting the Pivot Point to Individual Origins when doing these adjustments, as the 3D Cursor may not be where you want (usually located at 0,0,0):

Perfect. Thanks.


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why the particles not coming on the top of mesh
With the particle object i tweak all the setting. Why the object particle inside the me mesh.

The position or angle is good only the particles not on the top of the mesh gone inside the mesh. Any way to get it out without disturbing the angle or rotation. Any suggestion or help thanks.

You did not the check Rotation box in the particle settings, so all particles have the same orientation and rotation as their source: "Plane.004"

And you used the vertex group "Group" to emit particles form the entire lower body of the bird.

Together these two things cause a lot of the feather particles to stick through the lower body mesh.
Possible solution:
You could make the vertex group smaller. For instance: limit the used vertex group to only the middle bottom edges of the body of the bird (highlighted and selected in the image below). Then there would only be feathers on the bottom of the body, and only a few would stick into the body a little:

Other things you can do:
(but might not fit your needs)
1:
You have very little control over the location of the particles because your model is very low-poly (or low resolution in terms of vertices). If you apply your Subdivision modifier you can be more precise with the location of emission via vertex group.
2:
You could check the Rotation box in the particle setting and for instance choose Normal for the Orientation axis.


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How can i drop my mesh on floor with rigid body
I have a floor and mesh (pen). Im dropping the pen on the floor. Floor is set to passive and pen to active. Added collision-on to floor. When the pen is not dropping on the floor. Its flickering in air. I want to add some few 8-10 pens on the floor so that it get collision with floor and with each. other.Any suggestion how it works.

did you try with primitive collision shapes?

Try changing the 'floor' plane to a box in the collision setting rather than a mesh.

No its not working

The floating is caused by collision margins set to 4 cm. The pen's shape is problematic, It's too low poly for mesh to work and too misshapen for convex hull. You could try scaling everything up by a factor of 100, too. Physics engine doesn't like small things.

@Ron Jensen, is there any need for collision ? Just a rigid body physics will do the job properly right ?

Collision is for soft-body (cloth, fluid) simulations.

Right , so there is no need for collision here . Deleting it solved the problem for me. Thanks for answering my question ; )

@RonJensen But i added collision reason is , when i copied 8-10 pen and then try to do collision on floor and each other pen. that time also did not work. the pens merge each other. any solution

It works for me as Ron Jensen suggested. He pointed all aspects correctly. In this scale I was able to stop moving only with Box. Also it s always good to have Origin in center of Object. @RonJensen please could you write it as answer

Ok, I tried a few options and got a fairly stable simulation. Here is the result:

Steps:

Scale the ground and pen up by 100 (physics simulations work better with larger objects. Also, the floating came from the constant collision margin of 4 cm which means that objects will already collide when they are 2*4 centimeters apart. While this value can be changed, it is better to scale the objects up)
Apply the scale on the pen with Ctrl+A > Scale
Set the origin of the pen to Center of Mass (Volume) (a wrong origin can mess up simulations)
Use convex hull as collision shape (should be precise enough in this case. Mesh shape causes glitches)
Use box as collision shape for the ground (except if you want to use a different shape)
Finally, you might want to increase the Rigidbody simulation steps (Go to Scene Properties > Rigid Body World and increase Steps per Second and Solver Iterations, e.g. to 600 and 100)

Thanks for the answer. If i want the same scale back. How it will work.

Bake sim and parent all pens to Empty. Scale down Empty


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How to create bump material in cycles
Anyway to create this type of Material. Confuse with 2-3 type of bump seen. And some white parts (Peanut). Can it be achieve by material or sculpting or cycles material

Tried to create with this tutorial. Did not work. Any suggestion or help now to create the material in Cycles. Thanks

What exactly does not work?

you could mix procedural material and particles

Subdivide a cube, sculpt it a bit:

Give it some noise and bumps:

And at last create a particle system for the peanuts:

wow its really awesome. Thanks can u plz share the file.

sure here it is: https://pasteall.org/blend/093afb9e54d347f98eb6a04f5dd02235

Thanks its really looking awesome


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How to make my animation smooth like a curtain falling down
I have created a flexible pipe and i want it to drop from the top like a curtain falling down smooth way.

I want the mesh hit the bottom ( red x axis) . The animation is getting finish at the middle. The middle part of the pipe wrinkle not seen after it fall down. The bounce of the mesh also to much. I want to make it look realistic as if the pipe falling like a cloth down with a little bounce and going up later. Any way to achieve in a good way other than my method. Thanks

Don't have the question rely only on users downloading a file. Show the settings you are using for the cloth simulation. Play with the settings for tension and compression for stiffness and damping as well as vertex mass.

Im not sure for the result ... not clear what it should represent in reality - material, dimension, if it use some metal (or other hard) rings etc.)
Example is just

model scaled in Z axis (to more fit final shape)
Cloth - Preset Denim with Quality 4, Mass 0,8 kg
Collision Quality 8 and enabled Self Collision
first 50 frames used to squeeze cloth up by another Plane collider


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How can I export a mesh with multiple UV maps?
So I have two UV maps. One is a UV map for my bump map and other texture, while the other is just for the base texture. I want to export my mesh (it's a single mesh) while keeping both UV maps and being able to import the bump and texture maps without having to do anything else. FBX and OBJ are preferably what I want to export as.

yes with fbx but not with obj. Blender will automatically add All the uv maps to fbx as shown here -
https://blenderartists.org/t/exporting-fbx-obj-file-with-multiple-uv-maps-only-active-uv-exports-correctly/630610

alternatively you can bake one uv map's texture to a new bump texture on the first uv map if you need obj


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Viewport Render Animation playback not loading in Blender
Whenever I run a viewport render animation by clicking View->Viewport Render Animation in Blender 2.93.5, the files are written to disk in the '/tmp/' folder, but they are not loaded into blender for playback.
I don't really want to have to write out a .mov every time and load it in quicktime. I see video tutorials where the resulting render automatically pops up.
What am I missing?

You can use Render > View Animation and the animation will pop-up:

Thanks. Any reason why the animation is 1/4 the size of the window?

maybe check the Output panel > Dimensions > % ?

1920x1080 at 100%. Looks fine when I open up an image. Something specific to the Blender animation player.

Looks like it's a known bug on macos: https://developer.blender.org/D9837


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Exported STL not as in Blender
I have this part and it is symetrical (red axis).
When I export the part as STL and open the STL anywhere, the "bumb" on the part gets skewed a bit to one side.
Any idea? Cause I have none.
STL here: lukasradek.cz/part.stl

Ok, got it.
It has to do with how Blender handles nonplanar faces. Inside blender, it can show a face that is bent (one face on each side of the bump). But for the STL export, it will break them down into 2 planar faces.
And it did not break them symetrically, but rather "in the same fashion". Meaning the newly created diagonal is (from this view) always from "top left" vertex to the "bottom right" vertex of the original 4-vertex shape. And since the original faces were mirrors of each other, they ended up split and creased differently.
I assume there is a better definition of the way, how non-planar face is broken down.
The two selected edges are the newly created ones.


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How to remove Extra Black Lines
I am a Beginner and was working on THE DOUGHNUT.
I get these black lines(refer to image) and cant even select them.
How do I get Rid of them?

It might be cause by rogue or double geometry, in edit mode and vertex select mode, select everything > Right click > merge > By distance

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

@gorgious thank you very much.My problem was solved.Thank You very much.


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Change the channel color in Dopesheet/Graph Editor
I am trying to change the color of the channels in the DopeSheet, Graph Editor and Timeline.
Can somebody tell me where to change the yellow-ish color so I can actually read the channel names?
I tried finding it in Preferences-Theme-Graph Editor, but it isn't there.
I'm using the dark Theme in Blender 2.90 on Ubuntu20.04

It's probably because you've assigned colors to your bones in Pose mode:

You can disable it in the Graph Editor > header menu > View > Show Group Colors (I don't know why it is not available in the Dope Sheet though):

To change the actual text colour from grey, Edit > Themes> Dope Sheet > Theme Space List and click on the current grey colour. I've changed mine to black under 2.8.

I've not looked at the settings for the other editors but I guess they'll be the same.


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Shading artifacts in Cycles with no apparent cause
Why is my shading producing artifacts? I've search around with no solution. I can get a smooth look in Solid view, but Cycles and Eevee create artifacts. the topography is clean, no ngons, subdivided.
Things I've tried:
-Recalculating normals
-checking for n-gons (there are none)

Merge by distance to check for overlapping vertices (none)
smoothing options in Mesh->Shading.

The only thing that has worked is subsurf modifier, but I don't want to use that.
The model was imported as an .obj, and I find that most imported .objs have similar problems.
What can I do to get a smoother look, like in solid view?
Thanks


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How can i make this thread model?
I tried to make this model but did not get any success with the shape. I tried with the tissue addon. But did not get the shape. Any way to create the shape of the mode.

I tried so far. Any suggestion. Thanks

You first need to create one segment. Use a Mirror modifier to make it easier. It should look like that:

Give it a Solidify modifier, press AltD to link-duplicate in order to see if it works, make the necessary modifications in Edit mode:

Once you are good, give it an Array modifier in order to repeat:

Blend file:

can i get the file plz. so view to close whats going on with the shape. Thanks

sure, I'm going to give a link, it's not finished of course


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How to transfer Weights from one to another object with rigify
I have rigged my 1st object with rigify, weight painted it. Then I had update on mesh, because now I have jersey on it, and mesh under the jersey is deleted. However, similiar weight paint and rig should work.
Now I can't generate that metarig to new object, because when I try to "Re-Generate rig" it always renegenerate to the original ( old ) one. I tried to apply location, but always it's the old one. Only way I managed to generate new rig to the new object is to delete old one rig and object, however that makes it impossible to copy the weight painting to the new one.
I tried with methods I found online, but they are all with armature which was not made by rigify.

Left one, rigged and painted.

Assuming the left and right dogs are "twins"...  I might duplicate all on the left, add the jersey over it, and use some Mask modifier over the dog's body under the jersey (so that it never show through).  I would then either parent the jersey to that rig, or I might just SurfaceDeform (modifier) the jersey to the dogs body (don't have to use Mask as it body would never show through). It will be a larger file with more (unseen) vertices, but I often do this for ease of rigging.

Also, I might link the dog from a separate file with multiple jeysey's or color custom properties (color, number), and then enable/disable rendering of the jersey as needed.  I have done this for characters where twins might have different color eyes, color cloths, different hair-styles, enable render of various shirts/pants.  You can also have some animation actions that you can then combine, re-time, mix in NLA.

If you want to transfer the weights from the dog to the jersey just move the jersey to the dog at the same spot. Select the dog, then the jersey. The dog should be red (=selected object=target) and the jersey should be orange (=active object=source). Then use the menu Object > Link/Transfer Data (Ctrl+L) > Transfer Mesh Data. In the popup select Vertex Group(s) where the weights are stored. In the next popup select All Layers and make sure Data Type is Vertex Group(s). If you use the shortcut Ctrl+L only the 2nd popup will appear. Dismiss the popup & the weights should be transferred

If you want to create a 2nd Rigify animation rig you need to change the name of the generated rig. Otherwise, it will re-create an existing rig. Below the "Re-generate Rig" button there is a section called "Advanced". If you expand it, you can change the name for the Target Rig and the Rig UI Script. Change both, the script has a unique id in it, not sure if it works for 2 different rigs. Re-/Generating the rig will not change the weights.

Usefull, thank you for time. Anyway I figure out that I messed the head rig because you are not supposed to remove any facial bones, so I need to go from beginning. Thanks!


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My boolean cutter appears with flipped normals
I am using boxcutter, and when I use difference boolean it appears with flipped normals, and instead of cutting into mesh, it appears as union. Everything is same on those both booleans, however, on this left on it doesn't cut in, on the right one you can see it's cutted. What could be problem?

maybe ask the seller of this add-on?

Since the Box Cutter tool for the most part only sets modifiers and other options that are already in Blender, it has to do something with the meshes themselves I guess. At first I would suspect the part you're using as cutter has flipped normals, at least this is what usually makes the cut-outs appear red. But then there's also Z-fighting between blue and red faces. Could it be that the main object and the cutter both have Mirror modifiers? To cut both sides it's sufficient that the main object is mirrored if the Mirror comes after the Boolean.

The box in front might be because your mesh is non-manifold. The one on the side is simply because your still showing the cutter object.

@GordonBrinkmann applying mirror on object, and then cutting it with boolean fixed it. However, only on this specific mesh, on other it works just well with booleans + mirror. There is no double vertices, and normals are good, I checked already.
Now it works fine, even with mirror. Sort of just "restarting" it worked.

@Radoon Hard to tell without comparing your files, but be aware that the order of modifiers is sometimes (or rather most of the time) important.


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How to blur reflection of HDRI on glass object
I have this object with glass shader. I enabled HDRI and pumped it a lot, so it can light my scene. However, now you can clearly see  every reflection of objects around, those letters on the left and so on. How can I blur those reflections so you can't clearly see like it's mirror, not glass, but leave all lighting it produces.

you could change the Roughness value, or blur the image in an image editor like Krita or Photoshop

@moonboots Blurring in photoshop would be tidious because I want to export 140 frames.. not sure how much time would it take. :/

I meant you can blur the hdri image

Oh, that is something I could do. Gonna try it. Thanks

@Emir tried but don't get nowhere near result

@moonboots Blurring HDRI in photoshop helped! Thanks a lot


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How to stop mesh to crop into other mesh

Hello, I want my chain to "lay" on the bottle, if I put it too close it cuts through, but if I move it then it looks like it is not lying on the bottle. How can I make it like it is laying on, I use bezier curve to move it. Thanks!

I think you have to do it manually, moving the curve's vertices. Note that you can tilt the vertices with Ctrl T (or tweaking the Tilt value in the N panel), it may help

I added more subdivisions and vertices, and that tip helped me to "lay" the chain better. Thanks!


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How to make same objects overlap on the texture space for Game Object
Here I have game object, I have 3 propellers which will have same texture and I want object texture to be optimised so I thought about overlapping them(island on texture space). However, for every object in scene which should have same texture space this can take up some time. What is the fastest way?
Is it good to do it by ALT+D or manually overlapping islands?

I would say alt d, yeah.

Only when I want to do some adjustments I have to separate them again

You shouldn’t have to if they are separate objects but all using the same mesh data: it will carry across.


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2 separate objects connected via links, how to clear them
I was messing with CTRL + L and probably somehow connected 2 separate object, now when I try to apply scale to any of them I got error "Cannot apply to a multi user: Object "Plane.028", Mesh "Plane.033", aborting". Also, when I select one and go to edit mode, it shows me edit mode of other object also. What could be problem and solution

On the right side go to the green triangle (object data properties). At the top there is the name of the mesh you are using (not the object!). Right beside the meshname there is a number. Just click on it once and it is fixed.
Ask again if it didnt work :)

Thanks! :) worked


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How to apply textures without them mirroring?
I have a person I modeled using the mirror modifier, and now whenever I apply a texture it mirrors the texture as well. How do I solve this?

Without physical geometry on the other side of the bilateral axis there isn't much to do here. Apply the mirror modifier and then you can set up texture that is on one side only.

Ok I applied the mirror and it still does not work, it still mirrors the texture

Did you UV unwrap again after you changed the mesh shape by applying the mirror? Because otherwise, it can only use the half UV space from before...

For applying the texture first you have to UV unwrap the 3d model. When you unwrap the model before applying the mirror modifier, there is no geometry on the other side. So if you use this UV map, then the texture will be flipped. If you unwrap the model after applying the mirror modifier then the geometry on the other side will be unwrapped too. Remember if you have unwrapped the model before applying and did not unwrap after applying the mirror modifier then the texture will still be flipped. You have to unwrap after applying the mirror modifier.

If you've finished modelling can you just click apply to the mirror modifier which will then just give you a single mesh to work with?

I will try that

Ok I applied the mirror and it still does not work, it still mirrors the texture

Did you UV unwrap again after you changed the mesh shape by applying the mirror? Because otherwise, it can only use the half UV space from before...


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How to add playing videos to the 3d viewport?
Is it possible to add videos to the 3d viewport? I want to add multiple ones playing in a loop.

You can add them in a plane, the same way you add an image or you could use image as plane add on included in blender (go to Edit > preferences > Addons and search for that

Create a plane, give it a material, in the Shader Editor create an Image Texture node, plug it into a Diffuse that you plug into the Material Output, in the Image Texture load your video, tweak some of its settings

@moonboots Which part of the node do I connect to which part? I did it but it just shows a still image of the first frame

In the Image Texture node, in Frames, choose the amount of frames of your movie. Also plug a Texture Coordinate (Generated output) in the Vector socket of the Image Texture

See: Movie Clip On Plane

Is the question about displaying an image in the background while modeling or to create elements that will be composited over the video? Or is the question about creating planes with video as a texture? Please clarify.

Create a plane, give it a material.
In the Shader Editor create this node chain: Texture Coordinate (Generated output socket) > Image Texture > Diffuse or Emission > Material Output. You may also want to put a Mapping node between the Texture Coordinate and the Image Texture in order to move the movie in the plane.
In the Image Texture load your video, tweak some of its settings: enable Auto-Refresh and set the amount of frames your movie requires.

Or, as No-Can-Do says, enable the Import Images As Planes addon and press ShiftA > Images > Images As Planes
and open the Shader Editor to tweak the settings.
If your video is not a video file, but a series of numbered images. Press the gear icon when adding an image as plane, and select Animate Image Sequences,so that all the images are imported in a single plane and not as multiple planes, each one with a single frame.

Or use the add images as planes add-on. It will let you import an image sequence. To play in a loop enable  cyclic

oh you're right, I'm going to edit


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Easy way to add multiple flower petals on this mesh?
So I was following this tutorial on youtube:
https://www.youtube.com/watch?v=KGLK1j9lE9Y
I noticed he used the array modifier to make the petals wrap around the center and I was wondering if this was possible but with my mesh:

I could just individually align the petals but I just want to know if theres a quicker way

Hope this help. https://blender.stackexchange.com/a/6025/142633

Just for fun:

ShiftA dial up a 12-sided, fan-filled circle
AltM split all faces by edges
CtrlShiftB bevel all vertices, with 'clamp overlap' checked

Edit: ... (I didn't think anyone was going to take this one seriously, it's a bit 'niche' :D) .. This method produces duplicate vertices at the bevel-extremes. To get rid of those, and still have separate petals, follow up with:

M merge all by distance

AltM split all faces by edges, again.

Play with the bevel settings to see the various effects. These are the ones illustrated:

Not a bad idea to have an even number of segments; it makes Grid Fill possible, later, if you want it, and subdivides better.
'Shape': 0.5 for a circular arc.
'Clamp Overlap' means you can drag the bevel to its limit. (see above for removing the resulting touching vertices)
'Superellipse' is the default setting, varying from a circular arc to positive/negative elliptical arcs, according to 'Shape', above.

That's so fast!

lmao thats pretty neat

How do you add the cuts? Control R doesn't seem to work

@Murth  Where do you want cuts?

The 12 cuts for the petals @RobinBetts

When I add the bevel modifier the cuts arent there the "pizza slices" in your video you sent @RobinBetts

@Murth sorry for late reply.. it was bed-time when I last commented.. When you call up a mesh > circle, there's an option in its creation panel: 'Triangle Fan'. That should give you the spokes.. or maybe I'm misunderstanding..

@RobinBetts Awesome thank you thats exactly what i was looking for, what do your bevel modifier settings look like to get that perfect round shape?

@Murth see further edit.

Choose Transform Pivot Point > 3D Cursor and put the 3D cursor at the center of the flower:

Edit: As recommended by John, select the petal, type ShiftDR30Enter to duplicate and rotate, then ShiftR to repeat:

I'd use Shift-D R30 Enter, then hit Shift-R 11 times to create the rest of the petals.

Oh you're right I tried Shift R and failed but it works your way

That's because Shift-R only works for the last operation. By usnig Enter after Shift-D and before the rotation, you're breaking the operation into two parts.

Yes but I thought the duplication would be lost by the rotation, I didn't know you could cumulate  ;)

'Learn one useless fact every day' is my motto! :^)

You mean useful? I'm learning every day with Blender, I don't even know if any one can know the full software


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Easiest way to model hair like this?
So I have my face mesh but Im not sure if I should extrude from the head or make a seperate mesh.

select a part of the head

-> double it in edit mode with Shift - D
move it up

mesh -> separate selection

rename the new object to "hair" and remodel it as you like

and yeah, i know i would win every modelling contest with my modelling art - it's marvellous ;) and the hair is looking so amazing (sorry, i couldn't resist - i cannot model at all)

Comments are not for extended discussion; this conversation has been moved to chat.


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Can I rig a model and have the bones not be connected?
This is my first time creating a model like this, would rigging the model with the bones like this even work? Also if it did, how could I mirror the left foot to the right foot so its exact? Symmetrize doesn't work.

Yes you don't have to connect the bones (and you can still parent to the spine with the Keep Offset option). As for Symmetrize, the bones you want to symmetrize need to have a suffixe like ".R" or "_R", for example Leg.R, otherwise nothing will happen. To symmetrize, switch your armature to Edit mode, select all and header menu > Armature > Symmetrize:

Is there a way to just copy paste and mirror the bone to the other foot?

To symmetrize, switch your armature to Edit mode, select all and header menu > Armature > Symmetrize. Is it your question?


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Add rotating keyframes using R? Not letting me rotate my character when I use "Transform" on the side bar
So I want my character to spin in place and I tried selecting every individual object/clothes/body part (ctrl+a) basically and using transform but it only rotates one piece of it rather then the entire character.
But when I use R to rotate along the Z-axis it lets me do it, but it wont let me keyframe it? How do I fix this.

When you rotate your object in the 3D view it will rotate around the pivot points you've chosen in the Transform Pivot Point panel. You can keyframe. But when you'll play the animation, the transform pivot point won't be taken into account anymore, it's the origin of each object that will be the pivot point of the rotation.
So if you want all your objects to rotate together you have several solutions, like parenting all the objects to one (like the body) and rotate the body only, or parenting all the objects to an empty, and rotate the empty only, or joining all the objects together (CtrlJ). Another solution is rigging of course (parenting your object(s) to an armature).
Edit, for your 2nd question:
Maybe create a root bone, parent the bottom spine bone to it, and also the 2 thigh bones, swtich this root to Euler instead of Quaternion, and type 0° for the first keyframe, 360° for the second:

Comments are not for extended discussion; this conversation has been moved to chat.

I have the entire model rigged but wouldn't it just take forever since I have to rotate each bone individually?

So if you want your character to rotate, let's say 180° on the Z axis, why don't you rotate the armature in Pose or Object mode?

I want it to rotate 360 on the Y-axis but when I do it in pose mode it will only let me rotate it at 180 degress and then any value higher it just doesn't rotate

maybe create a root bone, parent the bottom spine bone to it, and also the 2 thigh bones, swtich this root to Euler instead of Quaternion, and type 0° for the first keyframe, 360° for the second?

sorry about that didn't even see the posted reply on here will try it out!


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When rotating the body of my character arms just disconnect entirely, why does this happen?
I have my character rigged, all I want it to do is a 360 degree spin in place. I joined the arms and hands to the body so I can keyframe the rotation but when I did that this happens:

Same issue whenever I parent the object instead of join

Hello Murth, please don't ask twice the same question, also check my answer to your previous question and tell if this is what you want: https://blender.stackexchange.com/questions/258157/add-rotating-keyframes-using-r-not-letting-me-rotate-my-character-when-i-use-t ... And if you share your file, also keep the keyframes so that we understand what you tried to do

Did you try check "connected" on this bone?


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how to copy UV Maps?
So I have a UV map on one mesh and want it to be the exact same as the other, how would I do this?

Maybe unwrap all these faces at the same time?

If your objects are the same, you can link object data, so that objects will share the same UV sets. To do that, select objects and press Ctrl+L → object data. (object with correct UV have to be selected last to be active). In this case, objects will share not only UV maps, but also all geometry data.
If your objects are similar (have the same topology) you can use Transfer UV maps. Press F3 ant type Transfer UV maps:

It will copy UV's from the active object to all selected objects.
If objects have some differences in structure, you can use data transfer modifier:

Note that object transform should be disabled, because objects are in the different positions.
Once modifier is set, you can apply it to view results in UV editor.


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How to do a blinking animation similar to this?
So I want to create a blinking animation like this and it looks as if instead of making the eye a mesh its a texture where he has 3-4 seperate images that he probaby keyframes to make the character blink. Is there a way to keyframe materials?

So how would I go about doing it? Just keyframe the materials??


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Child objects not rotating with parent object
I made some flower petals and I want them to rotate in a circle around my sphere so I parented them to an empty and tried rotating it 360 degrees but my child objects (the petals) arent rotating at all with it when parented.

File:

In the options, deactivate Transform > Affect Only Parents:

I think you misspelled, shouldn't he deactivate it? Sorry, don't know if i should inform you or edit.

yes you're right thanks  ;)


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How to show UV islands in texture paint mode?
So I have unwrapped my object but when going into texture paint mode the uv maps I unwrapped disappear. How do I fix this

Am I understanding correctly that you want to see the edges of your UV islands as you paint in Texture Paint Mode? Since the UV islands are usually generated from marked seams, I looked in UI settings for a way to display marked seams while in Tex Paint. Unfortunately I do not see a setting for enabling this. Maybe it can be enabled through a Python command. At the very least, you can create a Color Grid texture and swap your paint texture with the col grid in your material when you want to verify where the seams are. Or paint the islands diff colors yourself, then paint the final over this.

You can choose the Image Editor instead of the UV Editor

Using Moonbot's suggestion above - change to an Image Editor and if the UVs are still not showing, choose 'Display texture paint UVs' under 'View'.
Screenshot for illustration of the difference.

Chang to an image editor, do you mean the window itself?

Yes, if using a UV editor like on the bottom, the UVs are hidden outside of edit mode.


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Show only rotation keyframes in the dopesheet?
Is there a way to show only rotation keyframes in the dopesheet? Or only scale, location ,etc.

In the Dope Sheet you can type "loc" in the search field and only the location tracks and keyframes will show up:

In the Graph Editor, if you select the location tracks only and press ShiftH the other ones will be deactivated but they will still be shown:

I just commented that but your answer looks much prettier +1

awesome thank u

@Gordon Brinkmann by the way Gordon, do you know why no action can be created for Shader Editor nodes? Or am I missing something?

@moonboots No sorry, I have no idea. I can access it in the Non-Linear Animation, but not the Action Editor.

@Gordon Brinkmann wow I never even noticed that it was available as a NLA strip, thanks

@moonboots Ah okay, so maybe that helped. I'm not using actions a lot so I'm not the best consultant for that.

the weird thing is that you can keyframe a node in the node shader but it's not even available as an action, even weirder is that it's available as a NLA strip

@moonboots also is there any way i can copy all rotation keyframes for a specific frame? without highlighting them since the dope sheet is too long for me to scroll all the way

@Murth you can select the keyframes you want and Ctrl C > Ctrl V, is it what you want?

@moonboots Yes all good thx

@moonboots the action editing can only be done on "object level actions", ie actions that are directly tied to an object's animation data at the top level.  Shader animation is done at a second level (because it came to Blender later?) under the material property of the object. It's an artificial restriction but I've looked at the code and it would take a lot of changes to make actions more general.

@Marty Fouts, ok thanks for the precisions, I always wondered why it was not possible, among other things...


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Baking gone wrong

This is my lowpoly object and normal map. I can't get it right because if I increase Max Ray Distance it worsen normal map in some other place and fix a bit this 2 critical spots, which are ears.
Also, face looks very bad although it isn't very critical on normal map as I can see, can I fix something in baking process or any other idea.
On the second picture there is high poly mesh.

https://blender.stackexchange.com/a/143749/2214


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My animated images are always uploaded in reverse in Blender Video Editing
I rendered 150 images via EEVEE and named them BlenderAnimation001 to BlenderAnimation150. And in the original folder they are in the right order from 1 to 150, but however I input them in Sequencer they are reversed, from 150 to 1. I tried shift select from 1 to 150, and from 150 to 1. I saw some options from older versions of Blender they were some tickboxes to reverse but now I can't find them. Thanks!

You’ve checked the side panel of the file browser? Sometimes it starts out collapsed.

Checking the Placeholder tickbox did it right. Thanks!


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Is it bad to have Vertices/Edges/Faces just lying on top of the mesh and not actually be connected
Is it bad to have faces just lying on top of the mesh (marked with blue) or is it better to connect them by cutting the mesh under it with knife tool and create 4gon  faces but get more geometry as I did with red ones(marked in red). This is supossed to be game-ready object so it's better to have less faces, on the other hand, this blue marked bars are just lying on top of mesh, and I wonder is that bad for GameReady object.

It depends on what you're doing, but generally blender prefers quad based topology when making its calculations. Having extra vertices just sitting" along an edge will cause the connected face to have more than 4 vertices, and thus will be constituted as an n-gon. If you only plan to use flat shading, and there is no need for the mesh to be "manifold" or "watertight", you may get away with it just fine, however, it's best practice to use quads whenever possible as issues will eventually arise with frequent use of n-gon's (particularly with lighting/shading).

Not actually know what is Manifold or watertight but gonna explore that. I see I would need to do this, because Bevel modifier doesn't work on those n-gons. Any recommendation how to do it fast way, or I need to knife every one by one? Thanks!


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Is there way to cut one part of mesh, then apply those cuts to other parts which are identical
I forgot to cut mesh under those bars, so basically they are not connected to mesh under them. (Picture 1)
What I want to do is with knife tool cut mesh so it creates square faces(selected with orange in Blender). I did that, and want to apply it to other parts of mesh.(Picture 2)
Is there way to faster apply those changes to all other parts of mesh which are same(picture 3)I marked with blue lines where I want them(I marked just first 2 or 3, I want them all from left to right, and for every mesh behind)(

you could only keep one of your object and use an Array modifier to repeat it so that if you make a change on the original it will be duplicated on the others. Or use the knife (K to activate) to cut the edges and press C to cut vertically and Z to cut through, that way you can cut on the first object and it will cut edges on all the others

The one problem with that comment answer is it’s changing the definition of “object” between blender and traditional life.

yes sorry, maybe "module"

I thought about arrays since I already had and I applied it, but I had to do some more work after that so it took me amount of time and I don't know is it faster method in my case.

Duplicate the edges out and use them as a cutter for a knife project

@AllenSimpson You mean I duplicate them and then move them to merge with existing mesh? I don't seem to actually cut mesh, it looks like it just lay it on top

https://docs.blender.org/manual/en/latest/modeling/meshes/editing/mesh/knife_project.html

You can duplicate just the edges you need, and use orthographic view to look down the axis, and cut this shape straight through the mesh.  It's a little hard to explain, I recommend you experiment with it in a new file

I'm kind of scatterbrained today, sorry my explanations suck

No problem, it's hard to explain this things. I got this but it takes to much time to set up, and I'm lazy. Gonna see what will be :D

I got another idea but don't know how to ask. When I grab those faces which are now just lying on mesh, to extrude it all the way down on Z axis, and it cuts(intersect) by crossing any edge it meets on it's way


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How to export Textures from Blender to Substance painter
I got model with textures in Blender. I need to add few decals to that model in Substance Painter, but on that existing textures and send it back to Blender for Rendering. I can't find way because it's always exporting from substance to blender.

If these are really just textures connected to the principled shader, you do not have to export them. Open up substance, choose metal rough, load the model and drag your textures into the project area. If there is something procedural going on in your materials, you'd have to bake them: https://blender.stackexchange.com/questions/13508/how-do-i-bake-a-texture-using-cycles-bake However, the lazy way would be adding your decals without the textures in substance and combine both worlds (the textures) in blender. Does this help? Otherwise I recommend add more details to your q.

That Combining sounds interesting. Is that done with shader, or how? Since I want my Decal to be on top of my model, like on substance when you make material and new layer and just paint Decal where you want it to be. I never baked in Blender so I would like to avoid baking :D


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Problem with Array following curve
I want to add this edge on shoe which should follow line. I made curve which should represent where it should go. I modeled that edge with stitches on it, but can't get it right. First it is rotated wrong, then it doesn't start on beggining of curve, it starts somewhere in middle and so on. Is it about some loc,roc,scale values, or is it about where origin is set or anything like that?

Apart from @vklidu's answer, without looking at the file I can tell that for using the curve modifier usually it is important how the mesh is rotated (the mesh, not the object) and where the origin is etc.

Dont use Subdivision modifier, rather go to Curve > Set Spline Type > Nurbs
Also move vertices to origin center to let snitching follow the curve.

Origins of all participated object has to be on the same place.

It's better, but still not exactly as I want. Curve is on shoe, but those stitches are above.


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I'm trying to make a vertex group on one side of a model, but the selection keeps mirroring on the other side too. How do I stop this?

The model I'm working on. I'm trying to prevent the selection from mirroring on the other side as well. I plan on having at least independent 5 vertex groups so that I can control the fall of the hair that I'm going to add in. Any suggestions?

If you were using the Mirror Modifier have you applied it?

Yep. I used it to make the model all the way from the beginning. Do I have to delete it?

you need to apply it, not delete it

The Mirror Modifier is a non-destructive action within Blender. Meaning the changes are virtual and the results do not make any permanent changes.

(This is just a UV sphere with half the vertices deleted and then a Mirror Modifier added.)

When you edit one side of the Mesh a representation of the same change is shown in the mirrored vertices.
If you want the vertices to exist independantly of the Modifier then you must click Apply.

Now the Modifier is applied any changes apply to only the selected vertices.

The same is true of Vertex groups. As the geometry only exists in one place (i.e. the left) when the Modifier is working. As soon as you apply it you can affect any of the now real vertices.


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How do I convert a 3D model into a bas relief using mist?
I’ve finished working on the model of my girlfriend’s face (thanks for the help with that, actually) and now I’m going to move on to phase three. The plan is to make a coin with one side as a relief of her face. I’ve been searching around for ages, trying to figure out how to make a roman coin-esque relief out of it, but I don’t really get most of it. I found one, however, that might work, an that was on how it can be done with mist. I’m still not clear on it, though, so could I get some more information?

You can use a Mist pass to generate a height-map, and then use the height-map to control displacement. I'm assuming you want to print this coin, not just to render it, so the displacement is in a modifier, not a texture in a material, which would generate geometry only at render-time.
This example happens to be shooting down Z..

Arrange your model for a vertical shot, camera at (0,0, something),  looking straight down. In this case, Suzanne's ears were too high relative to the other elements, so I scaled her mesh in global Z. (The shot is going to be orthographic, so scaling in Z doesn't move anything in the picture plane)

Check the 'Mist' pass in Render Layers > Passes

In the Render tab, set the Dimensions your desired height-map size: (here, 4096x4096)  We need a high color depth in the output: I find it most convenient to set the Output to  'Open EXR Multilayer', so we can can recover the Mist layer later.. You can also set a 1-frame animation length here.
Set the camera to Orthographic, adjust the orthographic scale to contain your objects, check the 'Mist' display so we can see what we're doing in the next step...

In the 'World' tab, adjust the 0 and 1 levels of the Mist pass (the two dots at the end of the bar), to capture the depths of interest. Set the falloff to 'Linear'.

Shoot a height-map by hitting the 'Animation' button to save out your 1-frame animation. Or, if you shoot a 'Render' still, you will have to save the image out manually. You can see the map by selecting 'Mist' in the 'Select Pass' dropdown in the render window.

Model a blank coin, and subdivide it. Here, I've CtrlF > Grid Filled a circle, and added a rim.
U UV unwrap the model, looking through the camera, with 'Project from View, Bounds'

In the texture tab, load up your heightmap. You can split out the Mist Layer here. Uncheck alpha.

Assign a Simple subsurface modifier and a Displace modifier to the coin, using the texture you've just created, and you're there.

Phew! This took a lot longer to describe than to do.. don't worry.


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Single vertex still has weight on it despite not showing anything in weight paint mode?
So when I move certain bones theres always a single vertex that moves and no matter how much I try to subtract paint it does nothing.

Not sure how to fix this or why it even happens. Could it be because the coat is hollow and theres a vertex hidden in the inside somehow?

This vertex is not assigned to the right vertex group, you need to parent again, but first recalculate the normal because they are currently flipped (in Edit mode select all and ShiftA).

Recalculate for the coat? Or for the armature?

Recalculate the coat mesh


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Cannot go into weight paint mode while in pose mode
So im posing my rig and I can select bones to transform but when hitting the drop down menu the "weight paint" option does not show up while I'm in pose mode.

This is because you have your armature selected and you cannot weight paint or texture paint your bones, only mesh can give you options to weight paint... You first need to deselect armature, select your body mesh and then weight paint

@MikoCG But I cant select body meshes while in pose mode

Yes you cannot, that's why I said, deselect armature(go to object mode) and then select your body mesh

@MikoCG So I selected the bodyy part mesh but how do I know which bone I am weight painting? Isn't there a way to select the bone I want to weight paint as well as the body mesh?

Yes there is, you are selecting them with vertex groups in that mesh while weight painting, this is why it is important to name your bones correctly so that you will know what is what