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Pokémon Eye Blink
Okay, I am brand new to Blender, and I am trying to teach myself to animate Pokémon during lockdown out of shear boredom. I'm using version 2.92, and finding tutorials for stuff on the latest version is apparantly really difficult.
I have managed to figure out most things from old tutorials, however, I cannot fathom how to get the eyes to blink.
I know it's a 2D Array, and I need to Vector Map the image to move to a different segment of the image - the issue I have, is I have no idea where in the program they have hidden this function.
I have found some stuff that might be it in the Materials tab, some stuff in the Shading Node Editor, some stuff in the Compositing Node Editor... but no matter what I try, when I attempt to alter the mapping of the image, instead of the new eye type, I get a red rectangle, or a black rectangle, or a teal rectangle. I didn't want to have to ask such a noobish question here, but I've been trying to figure this out for 3 days now, with no luck.

Hello, and welcome, please add some screenshots of the issue to show what you did and the result you are having.

I suspect you'll want the UV Editor (a tab at the top of the Blender UI at least in my v2.90). Also, I recall from when I animated Pokemon models that the open-eye UV map is contained on the main head mesh, and the planes containing the eye (which are remapped to the closed eye) are stored behind the eyes and moved to the surface or swapped positions with the open eyes.

Well, first you need to review your image for the eyes and find out the blinking eye is. Then you follow the steps @Winry88628 did.
Basically what he did is that he offset the coordinates of eye UVs. The values in Mapping determine how much you need to move the UV, in terms of X Y and Z. The values vary from model to model. But normally you move them 2.5m for each set of eyes (for Pokemon models from 3ds)
After you placed the UVs correctly, you can make an animation using keyframes. For example, if your UV offset is 2.5m on X axis, on the start of the animation, insert keyframe at 0m and about 20 keyframes later insert another keyframe at 2.5m. Do remember to also insert a 0m keyframe BEFORE AND AFTER the blink keyframe, so instead of the UV moving slowly from 0 to 2.5 in 20 keyframes, it will move in 1 frame only, which makes your model look like it is actually blinking.
Here's an example of what I did:

1st rhombus: Eye Open (0m)   Keyframe 1
2nd rhombus: Eye Open (0m) Keyframe 18
3rd rhombus: Blink (2.5m)  Keyframe 20
4th rhombus: Eye Open (0m)  Keyframe 22

Okay, I managed to figure it out, but I'm not sure I can explain it. I used this other post: Image Texture box mapping - offsetting vectors on opposite sides?
Through much trial and error, I ended up getting what I needed. Hopefully Image will provide help for anyone else that wants to do this.

Thanks to Nintendraw, whose mention of the UV Editor prompted me to try the action that resulted in the solve.


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Why my volume nodes not working in blender?
I tried experimenting with volume nodes in blender but none of then seem to work. Every node just produces a rough volume cube. This includes for every type of volume node like Principled Volume, Volume Scatter etc.

are you doing it in Cycles or Eevee? Eevee is still limited, you can't use volumetrics for other shapes than cubes, plus you only see a preview so you need to increase the sampling I guess

Eevee is still limited, you can't use volumetrics for other shapes than cubes, plus keep in mind that you need to increase the Sampling to get a better result. Also play with the Volumetrics > Tile Size, lower looks better, and Samples:

That said, you have new objects, ShiftA > Volume > Empty that allow you to create custom volumetric shapes. Once created, give it a modifier > Mesh to Volume, in your scene select an object as Object of your modifier, then hide the object, and you have your custom volumetric:

Also makes sure you connect the output of principled volume to volume input of material output and not the surface(I do that all that).

yes actually we lack informations on his problem   ;)

Ah Yes, but he is a new contributor so we can cut him some slack

Thanks for the information

source: Stack Exchange

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

sort: votes


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Is there a way to bake volume density information which is generated from an OSL script?
I am trying to generate volume density information (e.g. a mandelbulb) from an Open Shader Language script in cycles. This however only works when rendering with a CPU. My GPU is much faster but doesn't support OSL.
I was wondering if I could just generate the volume density and bake/export it similar to how one would bake a smoke simulation.
I could then just load it again and render it with my GPU.

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


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Is there a way to lock edge lengths of a mesh in edit mode?
I want to edit a mesh without distorting it, so that only the angles between the edges change but not the length of the edges.
I basically need this to model realistic clothing where I model the 2d shape (that one would also cut out of real fabric) and then "sew" it together manually.
I already tried doing that by actually using sewing with a cloth simulation but that is not very efficient and does not leave a lot of freedom.

maybe post a screenshot with some details

I didn't think that was necessary, but I can do that in a few hours.

It sounds like using a curve modifier might be the most practical and fastest solution. This might distort the shape of the thread (if it is a mesh) slightly but should (as far as i know) preserve length.
But if it has to be in edit mode you could alternatively use the rotation tool when the rotation center is set at "active". Then, for example, if you select half of the string and the middle vertex is active you can change the angle between both halves of the string without changing any lengths.
Happy Blending! :)

Hi Evarate
I have the same question.
Did you ever find a good solution?
Kind Regards
Ryosei


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Render final image in pieces (EEVEE)
I have a scene which I want to render in 4k resolution however blender crashes every time when I try that. It doesn't crash if I render at half that resolution so my question is if there is a way to e.g. split the final image into four pieces and render each individually with EEVEE.

Actually you should be able to render 4k without slicing the image into parts, however here some options:

"Slicing" you can create several view layers and always render a part of the image and combine then later in your editing software of choice
"Splitting" you can split your scene in foreground, background etc and combine the layers in compositing blender guru 2.7 sample
"Add-on" there is also an add-on (not sure if it's for 2.8+) set render border addon

This question also got asked at stack exchange previously


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Is Blender appropriate for making high quality and detailed architectural models. If no then please suggest alternatives
I am an aspiring civil engineer and thinking to make some structural models and even tried to make some but Blender is not upto my expectations, are there any alternatives ?

Have you enabled any of the architecture add ons such as Archimesh and Archipack? I suspect CAD programs such as  LibreCAD may be more suitable.

I'll try them out and thanks for the suggestion !


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Assign mirrored existing weights from bone_L to bone_R vertex group
I have already painted bone_L weights over my mesh. How can I assign the mirrored weights of bone_L vertex group to the bone_R vertex group?
Sub-question: is there a way to do so for multiple selected bones at once?

I don't know if you can do it with one click but here is the method so far: https://blender.stackexchange.com/questions/44882/how-to-mirror-copy-existing-vertex-weights/44884#44884

Method 1: Ensuring that you will always get mirrored weights from the very start of your project.
While in Weight Paint Mode, look in the Properties Shelf to the right of your viewport (press n to bring it up) and select the Tools tab. There is a Symmetry section, as well as an Options section. Do not activate anything under the Symmetry section, as it will not do what you want. If any Axis buttons are activated under the Symmetry section, press them to deactivate them. What this does is add whatever weight value you are painting to the other side of the mesh, but only for the current vertex group, not its mirrored partner.  Instead, you want to make sure that X Mirror is checked under the Options section. This will ensure that whatever weighting you add on one side is mirrored to the corresponding vertex group on the other side. Provided that this other vertex group exists, of course.

Method 2: Mirroring existing weights after they've already been created.
Go into the Object Data tab of the Properties Panel with your mesh selected in Object Mode. Press the Plus Sign to the right of the Vertex Group section to create a new vertex group. Even though you only want to mirror a vertex group, you must create a new one first, and assign weights to it from selected vertices. It seems like you should be able to mirror vertex groups without beginning with a creation step, but mirroring without creating a new vertex group first will actually remove the old weights from the old group and replace them with mirrored versions of those same weights,now on the opposite side of the mesh, which is not what you want. Note that creating a new vertex group first doesn't alter this behavior, but it does ensure that the weight reassignment takes place only for the newly created vertex group, while leaving the old one alone. The end result is that you will now have two vertex groups with mirrored weights. It's just that you needed to manually create the new vertex group before mirroring, to avoid losing the original weights in the old group. So understand that the Mirror Vertex Group option creates no new vertex groups, but merely reassigns existing ones.
Give the new vertex group a name, and end it with either a .L or .R suffix, based on which side you will want it on. Switch back to Edit Mode and select the vertices that will be assigned to this group and hit the Assign button. Make sure the blue Weight bar under the Vertex Groups section is set to a value greater than zero, or the assignment will have no effect (it's usually at 1 by default, meaning full influence).
Now go back to Weight Paint mode so that you can see the effect of what happens next. In the Object Data tab once again, make sure your new vertex group is still selected under the Vertex Group section, go to the Vertex Group Specials pulldown (1) and choose Copy Vertex Group (2). The new one will be given the same name as the old, except it will either have a "_copy" or ".001" suffix, which is not what you want. Rename it to have a '.R' or '.L' suffix, whichever is the opposite of the one you first created.
Now that you have two groups, instead of one, you can mirror the new one. As explained earlier, mirroring will remove existing weights from the selected vertex group, but that is okay, because you still have the original vertex group's weights in tact. From the same Vertex Group Specials pulldown, with your new vertex group selected, choose Mirror Vertex Weights (3). You should see in your viewport that weights have appeared on the opposite side of the mesh.


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Object changes not rendering
Rendered an image, rendered an animation (without Suzanne), now when I add Suzanne to my scene, she is not visible in any render.  I must be doing something wrong by can't figure out what.
See image, as you can see Suzanne shows up in my layout and in layout render mode but NOT in the render.  I can't figure out why.

Did you re-render? The rendered image in the smaller window doesn't seem to match up with the camera angle in the viewport.

Yes, I've rerendered multiple times.  I've restarted blender and rerendered.    It does appear that the render image is cached but I can't seem to find any adjustments that resolve this

Is there anything in the VSE?

yes, as I had first generated my pngs, then used vse to animate.  It's almost as if when I switched my output back to png and rerendered, it's taking the right amount of tine to render but what appears looks like the old render, as if those first renders are cached

That must be it. Try unchecking the Sequencer box in the Post Processing tab at the bottom of Output Properties.

BINGO!  Thanks @HISEROD.  I seem to recall running into something similar a long time ago but it's been ages since I done animation.  Very unintuitive, the sequencer tooltip says that it will run the rendered (and composited) output thru the sequence editor pipeline.  That does not really clarify why that setting impacts PNG render after switching back from doing an animation.  That feels like a bug.  Is there any reason why it would behave that way?

It's not really a bug. Blender just grabs whatever is in the VSE if any strips have been added. Although, it is definitely an oddity. I'm guessing from the tooltip (and from previous experience iirc) that whatever is in the VSE basically gets treated as the render output from the camera and hence, is ran through any compositor nodes that you may have.

Nope, that was wrong. It doesn't get run through the compositor once it's in the VSE. Although, there might be a way to do it.


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python duplicate_move and snap_selected_to_cursor fails; context is incorrect
I'm new to blender and python.  I thought I'd duplicate a cube I have at (-1, 0, 0 ) and snap it to my 3d cursor, which is at world origin.  Using the scripting view, I created commands found from the console
object = bpy.data.objects["MyCube"]
object.select_set(True)
selectedObject = bpy.context.selected_objects
print( "selectedObject = " + str(selectedObject))

bpy.ops.object.origin_set(type='ORIGIN_GEOMETRY', center='MEDIAN')

bpy.ops.object.duplicate_move(OBJECT_OT_duplicate={"linked":False, "mode":'TRANSLATION'}, TRANSFORM_OT_translate={"value":(0, 0, 0), "orient_type":'GLOBAL', "orient_matrix":((1, 0, 0), (0, 1, 0), (0, 0, 1)), "orient_matrix_type":'GLOBAL', "constraint_axis":(False, False, False), "mirror":True, "use_proportional_edit":False, "proportional_edit_falloff":'SMOOTH', "proportional_size":1, "use_proportional_connected":False, "use_proportional_projected":False, "snap":False, "snap_target":'CLOSEST', "snap_point":(0, 0, 0), "snap_align":False, "snap_normal":(0, 0, 0), "gpencil_strokes":False, "cursor_transform":False, "texture_space":False, "remove_on_cancel":False, "release_confirm":False, "use_accurate":False, "use_automerge_and_split":False})

context = bpy.context.area.type
print("Area Type = " + str(context))

bpy.ops.view3d.snap_selected_to_cursor(use_offset=False)

which outputs:
selectedObject = [bpy.data.objects['MyCube']]
Area Type = TEXT_EDITOR
Traceback (most recent call last):
  File "D:\BlenderWork\Projects\TestOrWork\Cube20.blend\Text", line 38, in <module>
  File "C:\Program Files\Blender Foundation\Blender 2.91\2.91\scripts\modules\bpy\ops.py", line 132, in __call__
    ret = _op_call(self.idname_py(), None, kw)
RuntimeError: Operator bpy.ops.view3d.snap_selected_to_cursor.poll() failed, context is incorrect

I'm assuming that this is happening because my area type is TEXT_EDITOR, which is where my script is running, NOT the 3dview.
Apparently more is needed then simply 'doing stuff' in the 3dview and copy/pasting commands into a script.
How do I fix this?  Thanks in advance

Figured it out - I needed to add
bpy.context.area.type = 'VIEW_3D'
to switch from the text editor to the 3dview, before snap_selected_to_cursor.


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fluid simulation controls - fluid overwhelms collision objects -
I've tried to make a tiered fountain in Blender 2.91 similar to https://www.youtube.com/watch?v=GlkbeIv6kBM
However my fluid always overwhelms the structure.  I've found by trial and error that modifying the surface emission of the inflow object will reduce the amount of fluid which reduces overflow of the collision objects but I'm down to .065 and any lower, NO fluid shows up.  What are the controls that I need to use to get my fluid to arrive at a nice pace, not overflow the fountain receptacles and generally look like water?  Moby made it all look very simple but clearly it's not for me!
Is there any algorithm or heuristic for figuring this out?  I'm burning a lot of time in trial/error mode/ rebaking and I'm starting to think I will not be successful in achieving a pleasant water fountain.  Clearly Inflow surface emission is one control, inflow object size appears to be another.  Are there others?

Try raising the walls? Also, the resolution of the fluid looks very low. That could be causing problems with this. Go to the Domain, and increase the resolution divisions.


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How do I fix the camera in animation mode?
I went into animation mode, and as usual, the panel on the side where it shows what the camera sees is there, but later, it is no longer showing the camera's view. How do I fix this?

Every time you click and drag move the mouse cursor, it goes off the camera view mode. You can fix it by repressing the button:

If you're trying to move the actual camera while viewing it(without it losing view[Viewing it live]), adjust the camera transformation here:


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How to add a seam to my cloth bag? Can't get edge loop to shrink in the right way
I've been trying to make a storage bag but every time I try I just can't seem to get it right. I've followed this tutorial here
But it doesn't seem to be working correctly for me, I may not be understanding it fully. Here is what I want to create:
Here is the result I get when I follow the steps in the tutorial:

Any advice on how to achieve this would be greatly appreciated, or maybe there's a simpler way?
Thanks
EDIT: Was about to upload the original blender file but it crashed and my work was lost

did you check this tutorial? https://youtu.be/Ebx2qbBlvh0?t=555

Awesome! Whatever I was searching wasn't flagging this one up, thanks man


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Use a custom mesh as a lattice?
I have a very high resolution sculpted mesh that I want to deform with an armature(bones). Weight painting is very slow given the vertex count. I want to drastically decimate the mesh and weight-paint the result, then use that mesh as you would a lattice modifier to deform the high-res mesh. Is it possible to use a custom mesh as the lattice deformer? Is there a similar method for this?

This is rudimentarily possible using the "data transfer" modifier. Still experimenting...

I found that you can achieve this by creating a low-res copy of the sculpted mesh (I used the decimate modifier for this). Then binding that to the armature and weight painting it. Then binding the high-res mesh to the same armature "with empty groups." Then adding a "data transfer" modifier to the high res mesh and using the low res mesh as the source for the vertex group data.
this transfers the vertex weights from the low-res to the high-res mesh by interpolating values from the nearest vertices. It's not perfect but with a little blurring of the weights after transfer it does a pretty good job.
I did find that you need to apply the data transfer mod before posing or things seem to come undone a bit.
Hope this is helpful to someone someday.


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Why are the particles floating around the objects instead of sticking to it?

So I am trying to add some sprinkles to the Donut as I have been revising myself of a tutorial from Blender Guru. It worked fine, but then my computer crashed and I didn't have a chance to save it. I am very new to blender, and I have researched some from here but they didn't work this out. So, I am wondering what is causing such problem.

The emitted particles (sprinkles) are attached to the emitter (donut) in their origin points. If the origin point is far from the object, the emitted particle will be far from its emitter. Check the origin point of the emitted object, Perhaps it's not adjusted to geometry.
Select the emitted object (the sprinkle) > Right click > Set origin > Origin to geometry.

edit mode (the single object that you use as RENDER object of the emitter), move and rotate till the emissions are ok.


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Animation relative to previous animation
I am running into an issue when I try and combine two movement animations. Both animations start at the origin. I am trying to combine them such that the second movement animation plays where the first one ends using relative position. Is there a way doing this without modifying the animation?
Thanks in advance,
Ryan

This is what Nonlinear animation editor window does.

My issues is that movement animation jumps back to the original spot - I'm using the NLA, but I want the second animation to play relative to the first.

In NLA you can add some animations one on top of the other (maybe add a LocRotScale single keyframe to let the second animation start in the right place). Just in the blend mode of the active strip set "add" instead of "replace".


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Is it possible to simulate bump maps using lighting?
Like, when there is a dent in some object, the dented part will be less illuminated by light. When there is a bump in an object,  the lower rims of the bump will cast small shadows and the upper part will be more affected by light. Is there a way to do this ?

Well here's the funny thing,
Bump mapping already creates the illusion of detail using lighting tricks. No actual detail is created.
For example:

In this quick little render, I only used a bump map.
As you can see, no real detail is created but blender is using lighting tricks to give an illusion of depth by casting shadows and bouncing extra light. So I think bump mapping already does what you asked for.
BLEND FILE: https://pasteall.org/blend/e18270574ea0464cb27904593c648695

This is exactly correct but is there a way to do it without the bump node ? Only using lights ?

Maybe you can but that's gonna be counter-intuitive. I personally don't know of a method to do that


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How can I fix the wierd shape glitch of the curve modifier?
So I was trying to make a robot with wirings and pipes.

But it turned out it resulted in the formation of this horrifying worm-like thingy.
Note: I used the TubeTool addon to add pipes between faces.
Is there any way to fix this ?

This may be because the tube you are deforming is not straight along one axis.

Origin is at the global center and  the axis are all straight. Still it didn't work.

Did you apply the rotation?

Yup.  But still doesn't work.
Here is the blend file: Zerobot

Ok.. will have a look


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Placing an image under a transparent object won't reflect in it
So I'm basically placing a sample poster under some transparent dominoes I created. First I had a normal plane under the objects to see the transparent effect but when I placed an image (I imported it as a plane) the grey blender background only reflects in the dominoes. I feel like there is a simple solution to this but I'm new to blender and hoping someone can help me out!

What render engine are you using?

@ZargulTheWizard I'm using eevee


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Why my blender animation broken after exoprt fbx?
in blender the animation

in fbx reviewer the animation

the animation is baked and remove all constraints. but I got wrong result when export fbx.
is blender bug?
My engish is not well. I hope you can understand it. thanks.

I'm not 100% sure but at my experience, FBX doesn't support unequal scale for bones

I have heard stretch can cause this. There are videos by CGDive on youtube that taught me this, think there is an addon now as well.

First of all, I'm no expert in Blender at all, but I animated a bit recently and had a similar issue with broken animations when exporting an animated armature.
In particular, the jaw bone of the character jittered around whenever the character moved his head (the jaw bone was an unconnected child of the head bone).
In the end, I found no way of preventing this from happening, until I added a new bone connecting the jaw to the head, so the jaw bone is now a connected child of the new bone and the new bone is a connected child of the head bone.
So connecting the problematic bone(s) to the rest of the mesh seems to fix it and as far as I know, additional bones shouldn't be an issue when set to not-deforming.
I can only explain the initial issue with a bug or something, but I am not sure...
I just hope that this fixes your issue, too.


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Errno 13 Permission denied: 'Text.txt'
So i've found out, that you get this error when opening a blend file through the "last opened" part.
When I open the blend file directly, the error does not appear.
Is there a reason behind it? The folder and file are readable and writeable and i am logged as admin.
Open Blender -> select .blend file from last sessions -> run script -> error
Open .blend file from folder -> run script -> no error

Hello, are you sure the 2 blend files point to the same directory when you open them using the 2 different methods ?

Yes, I made sure of that too. Same file, and all other files are in the same folder directory aswell.

Is there something in the console when you go to Window > toggle System Console ?

Only the normal "Errno 13 Permission denied" message. Nothing specific. As I did not have permission to write into the folder


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How can I make a God/Sun ray effect in blender when also using an HDRI?
I have used the so-called "god ray" effect in many of my projects with manual lighting. But this time I have added an HDRI.So even if I add a volume scatter node or principled volume node to the world output volume to make the god ray it totally ignores the HDRI. Or in other words, the HDRI is not visible at all. So, I am just asking for the god ray effect node setup with the HDRI. Thank you. BTW I am using cycles

my current node setup

you need both- "real" lights and an HDRI. There's add-ons that will line a sun lamp up with the sun in your HDRI so the shadows stay the same, look for "HDRI Sun Align" on Google/BlenderMarket

thanks but is there any other way without the use of paid addons?

They're not all paid https://github.com/akej74/hdri-sun-aligner

ok thanks joseph

Hi :). I don't think World materials support Volumetrics and HDRI at the same time. Try a large mesh cube as the volumetrics domain, that should work better ;)

ok thanks jachym I`ll keep that in mind


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Blender adding image / texture on object does not show up in .obj document
I've watched some tutorials on how to add images to an object in blender. There are different ways to do it but I choose to do it as the following: with UV image editor and making a material and after that a texture for the image.
This is how it looks in blender as rendered, the front and back view:

I need this blender project to be exported to a .obj file so I can use it for an AR project in ENTiTi, but no matter what I Do, the rectangle will be empty when exported to .obj

Material and texture preview:

Can you guys please help me because I can't find a solution on google or youtube. I made a **google drive directory with the blender file, .obj file and the images:
https://drive.google.com/drive/folders/1WdspdKiK28vTmJVepi_FWb4Avs1pZOw5?usp=sharing**
Thanks a lot !


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When I copy and paste objects they are joined
After pasting an object I make sure only one is selected, but both the original and the copy move together. I can enter edit mode and move one but they remain joined and ctrl+p to separate does not work. I'm not sure what has changed but I used to be able to copy an object and paste it as an entirely separate object.

I think you might be duplicating objects in edit mode instead of object mode.

When you duplicate objects be sure you are in object mode. If you are in edit mode they may conjoin and be made a single object. I have trouble with this too.

Hmm that's not it, I am in object mode. Do you know of anything else it could be?

I had the same issue today and I had found the solution.
NOTE: This is not a permanent solution, you would have to do this every time you would paste an object in the project file.
Once you start to move your pasted object, there will be a tab called 'MOVE'. There you will the selection of options of how you want to move the object.
Under the tab, there will be an option called 'Proportional Editing'. You would want to turn that off.
Then you will be able to freely move your pasted object without interfering with the original object.
Hopes this helps!

What i do is copy and paste the object, switch off the view ((hide in viewport) the eye next to the camera (Disable in render)) of the original object, the copy will remain in the same place, move the copy aside, switch the original object view back on.

If you copy and paste the same object when you want to duplicate it, you are making copies of all the stuff associated with the object like particle systems and materials as well. If you want to duplicate an object use duplicate function - shift+D. There will be no issues with moving the new duplicate as well with this operation.

@MartynasŽiemys That comment should be the answer. The OP, myself, and probably most of the 1K people who have visited this question are making the mistake of using copy-paste instead of duplicate. With shift-D the duplicate of the object is immediately selected and put into move mode where the usual mouse and keyboard operations apply (as if you had selected it, in isolation, and pressed G). I'm not sure what you mean about the physics etc though, they are duplicated the same using either method?


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Background Image not showing (Yes, I know it's been asked a lot) 2.79
Okay, so I've been researching this for hours, read multiple forums and everything is saying to switch to Orthographic View. I've tried this and have tried every angle possible. I'm sorry for posting a duplicate, but none of the solutions are working.
I've tried making a blank image and importing on top of it. I've checked the transparency. I've tried multiple images. The desired one is a 40KB JPG file and others attempted have been PNG as well varying in size. I'm completely out of ideas.
Thanks for taking time to read this.

From the settings in your screenshot it should work. Please try a new Blender scene and do nothing accept enable the background image, add your image, set the camera orthographic and set the view Front. If that does not work then try a different image and use the File menu Load Factory Settings.

Thanks for the response. I finally had time to hop back in here and try what you suggested, but no go. I reset to factory settings, opened a new scene and switched to orthographic front view and the image still is not showing up.

that just does not make sense. can you use another computer? But just to be super duper clear. I reset factory settings, switched to cycles, opened the properties panel, enabled the background image, added an image and switched to orthographic and front view. The image clearly showed behind the default cube. Only thoughts are transparent or very small image hidden behind the mesh.

I just tried on my laptop as well and I'm getting the exact same issue. I've tried using 2.8 beta, but it's too different from 2.7, so I don't even know where to begin there.
I also just tried uninstalling 2.79 and installing 2.78 and the same issue's occurring.
I'm at a complete loss at this point.

OK here is my .blend file with the background setup, and view set up. Just open the file and you should see the default cube in Othorgraphic mode front view with a 2018 calendar image behind it. Image is packed in the .blend.

I'm not seeing any attachments or links to download the .blend file you mentioned. I may be missing something.

not sure where that link went, here it is again. https://blend-exchange.giantcowfilms.com/b/5573/

Ok, so I figured out the problem. Yours works fine. It turns out some of the files (coincidentally every single one that I was attempting) somehow had their file types corrupted. On Windows 10 the file type was set to .JPG in all uppercase, I've never seen this issue before and never even realized that this could even cause file extention issues.
So I went through and started comparing to other files of the same types, jpg, png, etc and they're working properly now (the ones that didn't somehow get corrupted).
Thanks for all of your time, rob. I appreciate your help.


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Blender 2.79b Crashes High Sierra MacBook
I'll try to make this as short as possible, but it's gonna be long. Problem: Blender 2.79b crashes my early 2011 MacBook 15-inch running High Sierra during viewport rendering. Operating theater: 2.2 GHz Intel Core Duo i7. 16 Gb RAM. Intel HD Graphics 3000 512 MB and an AMD Radeon HD 6750M (automatic switching is on). Not using GPU render setting in Blender. 750Gb hard drive and 1 Tb external Time Machine backup drive. Problem: Computer crashes as mentioned. Runs Adobe Creative Cloud, Microsoft Office, Chrome, Safari and Unity without problem. Installed High Sierra in Fall 2018 and has not been a problem until second week of February 2019. Produces crash, boot loop and White Screen of Death (WSoD) Things I've tried:

Ran disk first aid--report said disk OK.
Re-installed OS--went without a hitch, but problem remains.
Command + R to enter recover--process goes to WSoD just before reaching list of recovery options.
Command + Option + R to enter internet recovery--goes to WSoD just before reaching list of recovery options.
Command + Option + R + P to reset PRAM--works but doesn't solve my problem.
Shift + Option + Command + Start to reset SMC--works but doesn't solve my problem.
D + Start to run Apple hardware diagnostics--no problems found.
Shift + Start to enter Safe Mode--it doesn't.
Option + Start to enter recovery mode via attached Time Machine backup drive--enabled me to run disk first aid and re-install OS. Still crashes.
Current status. After many, many boot attempts, I reached my login-in screen, and that's why I am able to post this. Has anyone had this problem? Solutions? Thanks.

No user land tool should be able to crash a computer in a way that you mentioned. Drivers on the other hand have more hardware control and problems there could result in a crash. Two graphic controllers with auto switching could be the problem for instance. Try disable the automatic switching.
If you still believe this to be a Blender problem, report it as a bug.

Thank you, Jackdaw. I really appreciate your time and experience. I have tried disabling the automatic switching feature, but it does not prevent the crash. At first, I was using the OpenGL feature in Blender to access the AMD Radeon card, thinking that might enhance rendering. When the app began crashing, I switched that option to "none" and got the same results. Out of curiosity, what remedy would you recommend where drivers are concerned? Thanks again.

High Sierra is still crashing while I use Blender 2.79b (and only Blender takes it down). I have cleaned my MacBook throughly, including caches, language files, etc. All other applications operate without problem. However, when I return to a project I started last week, the whole system crashes into a boot loop—usually when I'm orbiting the model I'm building. What hidden code Kamikaze do I have that won't let me use Blender? And I LOVE Blender. I need it to work. Help.


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When I press I to activate the Insert Keyframe Menu (in the 3d-view/pose mode) the menu doesn't show up
When I press I to activate the Insert Keyframe Menu (in the 3d-view/pose mode) the menu doesn't show up
Screenshot:


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Export Rename Camera Suffix help
I'm working with the Multi-View to render my character in 8 different views, so my 8 cameras have 8 different names suffix like ("Camera_Idle_Down", "Camera_Idle_DownLeft", "Camera_Idle_Right"...) My problem is that I don't know how to put the frame number in after the suffix when export as png. I already tried rename the cameras to Camera_Idle_Down_##, and does not work. I was trying to find how to put the suffix and the number with camera_## and filename_## but without success.


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Non-destructive design around a circle/cylinder
I want to create a ring with smooth custom details around its rim. Basically a Blender alternative to SolidWorks wrap function.
Does anyone know how to create a ring like the one in the picture?
Ideally I want to make it non-destructively using curves.
Thanks in advanced

I don't know if you can do it with curves and full non-destructive, but here is a way to do it with mesh and destructive...  ;)

Create your wave profile.
Bend it 360° with the Simple Deform modifier / Bend mode.
Give your object a Solidify modifier.
Give it a Bevel modifier / Angle mode so that the angles will be sharp when you'll add the Subdivision Surface modifier. You might prefer a Bevel / Weight mode if you want to have a different bevel on top and bottom. Or add some edge loops instead of Bevel modifier.
Add a Subdivision Surface modifier to smooth your object, also, smooth it with Smooth shading option.
It looks like you can't avoid the seam where the 360° shape joins, so I guess you need to apply the Simple Deform modifier.
Once you've done it, remove the doubles so that it joins properly.
Link-duplicate the ring with altD.
Rotate this copy 180° on the Y axis.
Create the inner ring.

Not op, but this was actually really insightful, thanks

Thanks! Shame it cant be done with curves - would be a lot quicker and smoother. What you've done looks really good tho.I'll give it a try and post the result soon. If it looks right, it is right!! Cheers.

I've tried with curves but could not figure out how to do it, but maybe someone will propose a solution   ;)

Its actually quite easy to make the ring by using a circle curve instead of the simple deform modifier, but I guess you want the shape itself be made using curves

Hello HenrikD, could you be more precise?

I know what you mean HendrikD. Applying the curve modifier to the wave shape to make it confiorm to a circle. It's fine to do it this way - and gives the same result as the simple deform bend modifier. And indeed - I would prefer to use a curve for the wave shape in order to easily adjust the fit around the circumfrence, and have a lot more control of the smoothness. I've searched high and low for a curve shape solution, but aparrently Blender is quite limited with its curve/2D functionality.

I think I'm gonna have to go over some of the basics - I'm not used to creating profiles (in you step 1). I'm importing form an SVG, and it quiclkly becomes a mess when I try to subdevide in edit mode. Feeling quite disappointed that Blender can't handle this dynamically :(


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Is it possible to display objects, group of objects as bounding boxes?
My scene grew complex with several geometry nodes. And it takes seconds beetween consequitive viewport updates even in wireframe mode.
Is it possible to display objects, group of objects as bounding boxes?
It would be extremly beneficial for positioning the camera to have smooth viewport update.
I am using Blender 3.0.0.

You can make any object display as a bounding box by setting the Object Properties → Display As setting to Bounds:

However, this may or may not significantly improve your viewport update times, depending on whether the issue is rendering the scene or calculating the geometry node results in the first place. In the latter case, it may be more useful to simply disable some of the offending Geometry Node modifiers in the viewport using this button in the modifier settings:

This may be more helpful at speeding up updates than simply rendering the object as a bounding box.

With an Object selected. Go to the Object Properties panel > Viewport Display > Display As and change from Textured to Bounds. You can right click the dropdown box and select Copy to Selected to make the whole selection display as Bounds.


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How to get better results with displacement?
I am adding displacement map with hard edges to an object after subdivision.

but the result is far from satisfactory.
Is it possible to make edges smoother and more refined?
Is it possible to add second subdivision after displacement map?
What is the best way to apply displacement?

Displacement needs topology, so I'm not sure you can can avoid subdivisions, particularly in the case of sharp pattern like the one you're using

I am not trying to remove subdivision but to get better results with it and here is my second question: how to add subdivision after shader displacement?

what I meant is that I'm not sure there's any other solution than subdividing even more, which doesn't seem a good idea giving the amount of polygons you will end up with, I may be wrong though. But perhaps there's a lighter way to do what you want to do?

Try using Smooth F1 instead of F1

or you can bake the voronoi, blur it a bit and convert to b&w, and use it as the image of your displacement

This example uses another Voronoi Texture node for the Displacement Node's Height input socket, identical to the first Voronoi Texture node except for the Feature control being set to Smooth F1.  A Color Ramp provides some control for the effect but is otherwise unnecessary.  Please note I've used the same level of Subdivision as you did in your ask, less is feasible but not as smooth.
Generalizing past this example, instead of using a hard-edged map or procedural texture for displacement, it's usually better to use soft and then tighten it with a Color Ramp.


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Triangle artifacts appear on rendered result
thx in advance.
When I render the rendered output has triangular artifacts not visible in the viewport even with the same samples.
Left side is Cycles Rendered Image, 128 samples, right side is Viewport, 128 samples.
My rendered output has the triangle artifacts and I want to get rid of them. They are not present on the texture image so they are something blender adds.
I've tried the various Texture Interpolations in the Image Texture Shader.  I've also played around with the UV map.  What else might cause/eliminate this?

This looks a bit like Z-fighting, although I would imagine there would be more of those strange artifacts if it was that. You are sure there is no second sphere in the same size which has visibilty disabled in viewport but is visible in render?

Thanks Gordon!  That might be a useful tidbit - I did accidentally have that and removed it, before I noticed this problem so I know what you are saying.  I def do not have that now ... but along those lines I do have several spheres here - Earth, Clouds and Atmosphere.  Maybe they are just a tad too close or intersect.  I rendered each layer separately (turned off render for other layers) and determined that this happens even when ONLY the earth layer is rendered, so the culprit seems to be there somewhere.  I've applied all transformations.  Maybe I need to change scale a tad.

Yup this is on the right track.  I had a duplicated object for a moon, that somehow ended back up at the origin despite moving it aside.  I scaled it down and moved it again.  But I still have the problem, now isolated to Earth and Cloud layer.  They must be too close.

Resolved!  Thx Gordon!  I guess my duplicated sphere (which I move aside) keeps moving back to same physical space when I move the animation slider.    I've moved, scaled, applied all transformation and update animation and those artifacts are gone!


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How? Follow path and change camera's track to from one object to another
I have an empty parenting a camera and the empty is following a bezier curve thru a constraint.  I have the camera 'Track'ed to' a moon, but as the Empty/camera travels along the bezier curve I want to switch 'track to' from the moon to the earth at some definable point.  How can I do this?  Also the Empty/Camera contines to run beyond the end of the bezier curve.  How do I get the Empty/Camera to stop at a definable point and just focus on the earth

The focus bit is a separate question and should be edited out. Secondly, you can animate the influence of two Track To constraints to cross fade as necessary. Will this do what you need?

I cannot figure out how to animate the influence.  I can see how influence affects the camera but when I add keyframes for Location,Rotation,Scale, they do not know or respect the influence.  I've read up in the manual but how this works is not clear.  I have two track to constraints for my camera

No not animate location rotation and scale while influence is on, animate the influence. As in, right click the 0 to 1 value bar that says “influence“, and then click “add key frame”

Crikey - almost there.  I did not know / missed the add key frame right click on influence slider.  I want the camera pointed to moon (1) earth(0) and then rapidly turn to focus on the earth(1) moon(0) - but I can't quite get there.  As an animation the camera wants to animate around, I want a hard pivot.  Thx in advance TheLabCat

Hmm… Wait a minute! You don’t have to turn the first constraint off, because the second constraint will override it. Just skip the animation of the first constraint and see if that helps.

So when I add the first keyframe with camera pointing at moon(1) and about 50 frames in I add a keyframe with the camera pointing at the earth(1) the camera follows the curve and the second constraint slides smoothly from 0 to 1 taking the camera focus off of the moon as it slides the influence from 0 to 1.  I want the animation to hard switch from the moon to the earth, not slide into it and taking the camera off the moon - that slide causes the camera to point into space when I want it on the moon for it's trip around the moon.

Then just put the key frames right next to each other.

I see this is 2 years old but I'll throw an answer in just in case anyone comes cross it.
When you fade from 1 Track To to another you need them to both share the same frame where one has an influence of 1 and the other has an influence of 0. Move along the time line a few frames and then change the influence of the first to 0 and the second to 1. If you press the record button above the timeline before setting the influence, it will automatically add a keyframe for each of the times you changed the influence setting.
This will create a pan to movement across those frames. If you want the camera to immediately snap straight from object to another object with the Track To just make sure the influence change from 1 to 0 and 0 to 1 happens in the space of just two frames.


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Geometry Node Object floating above and below
I have a landscape with scattered rocks using geometry nodes.  These seem to float above and below and I am not finding the secret sauce to get these rocks embedded in the ground and not rotated on the Z and looking vertical.  The random x, y values are 0-360 for x and y rotation.
Basically I want random rocks, random scale, weight map placed rocks that are sunk into the ground a bit and never standing upright, vertically.

If your question was solved, please be so kind and mark the answer that contributed to the solution as "Accepted Answer". This will make it easier for others to see which way leads to the solution, and the question will no longer appear as unsolved. Thank you! Here you can find more information: What should I do when someone answers my question?. If you still didn't get a solution to your question, please be kind enough to address it.

Simply enable the Reset Children option in the Collection Info node.
If the option Reset Children is not activated, their position relative to their own center will be processed.

However, the individual zero point of the individual objects is always decisive here. In your case, this should be in the center of each object.
You can change this point either by moving your mesh in Edit Mode or by changing it with Set Origin.

Click on reset children in collection info node.
If you want them to keep scale, apply scale for each rock object (Ctl+A → Scale)

That helped but there remains similar issue, although that definitely decreased the deviations.  Rocks are still above and below the surface and rotated to vertical.  All transforms are already applied

Check where the origin is. Origin  is a small dot, that's highlighted then you select the object. If it is outside the rock - click Set Origin ⇾ Geometry to Origin  in the context menu

As an addition to @Crantisz's answer, add a Rotate Euler node, take the rotation output of the distribute on points node, plug it into the rotation input of the rotate Euler node, set it to local, plug the combine XYZ node into the rotation value of the rotate euler node, and connect the output of the rotate euler node to the rotation of the instances on points node.


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Cycles Shader Nodes - Where/How to learn advanced and clever nodes
Where/How do I approach moving from an intermediate to advanced Cycles Shader node user?  I recently came across a youtube landscape tutorial that shows how to mask off displacement of peaks with just one part shown in image.  While I understand what each of these nodes does by itself and to some extent together, I am totally lost when it comes the general workflow and desired results and unfortunately, many youtube videos show what to do but don't really explain why or how.  Please note, I am NOT looking specifically for an explanation of this node setup, although one might be helpful.  I AM LOOKING for where to go to learn/understand the language of these nodes so that I can use them for whatever purpose I might need them for on any project.  I have questions like:

Why does he know to start with a CombineXYZ with specific values?
Why is that Averaged (Add/Normalize) with the Normal?  What does that do?
Why is the image texture multiplied and then subtracted and then multiplied with the ColorRamp?  What does that do?
How do I know when a sequence of Math nodes is useful or needed as this author seemed to know?

Yes, I have NodeWrangler and I am familiar with Ctrl-Shft click to visualize the current node, but that is not an explanation, it's just feedback of varying usefulness.
I've recently seen node setups that seem to use multiple math nodes in sequence - are they setups following well known GC formulae/algorithms that people already know?  The only time I ever use a Math node on my own is when I need to multiply or divide an effect like displacement because it is too large or too small.  But in videos I see people using multiple math nodes or Mix Node Multiply quite a bit but I've not found good explanations as to why or how they know they need to use them.
It's like a dictionary or recipe book of shader nodes would be useful.
I know this is a not a great specific question but I have to ask. This is preventing me (I think) from moving from beginner/intermediate to intermediate/advanced shader creator.

Youtube videos are a great way to get up and running with blender but I've not found any good resource on how to internalize the language of shader nodes (and for that matter GNs other than for creating great particle systems).  I've also not found the blender manual helpful here either.
There must be some resources somewhere that can help me get over this hump.  Finally, I did recently find some resources that helped me build this interesting (not sure if overly useful yet) setup that produced this output.  Ultimately I am a hobbyist who would like to be able to create a very realistic looking landscapes that are well shaded for height and slope, with snowy peaks, cliffs and levels of vegetation and water etc AND understand exactly what I am doing and why w/o buying projects or assets.


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How to use properties of bevel tool?
Is it possible with Bevel tool to type desired values directly, instead of applying it only by mouse movement?

Yes, just stop dragging and the dialog box to tweak everything will appear at the bottom (you just might need to expand it).

It's not working. I am using blender 2.8.

did you click anywhere after dragging the bevel?

I found it in lower left corner. Thank you.

Do you bevel with the mouse, then press F9 to get the last action menu to pop up.

You can bevel and use the Adjust last operation menu as Francois said, or you can while dragging the mouse to adjust the bevel width press:
A: to adjust the amount of width
M: to cycle through width type
P: to adjust the bevel profile
S: to adjust the number of segments
All these proprieties can be set using the numbpad.


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Adding paths/vector lines to a 3D model
I am a surveyor looking to use drone generated point clouds or 3D pdf's of a landscape and add a visual path or vector to demonstrate an official route through the modelled landscape.
Does Blender allow for the import of a las or 3D PDF simplified mesh file which can then have the path added to it?
I am a beginner to this type of modelling so please bear it in mind when answering!
Many thanks

No, Blender will not be able to import 3d pdfs out of the box. It does however support a number of other 3d exchange formats.


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playing sound effects in blender game engine depending on the speed of my car
I'm making a car racing game and got everything pretty much done except for the sounds. i want to have it where when I accelerate or move pretty much I start with a certain soundtrack, and as I reach a certain speed I would move to the next track etc.... any ideas because I've tried it so many time but never worked.i would like to do this I code too.


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What piece of hardware handles keyframes (specifically AnimAll V-Col)
I'm finding my current system is lacking (Trident 3 MSI) when it comes to doing V-Col masking keyframes for cell/toon shaded 3D animations.
Physically painting the masks in vertex color mode also is a bit laggy.
I'm aware when I ask Blender to keyframe vertex colors with the AnimAll addon it's taking a snap-shot of every single vertex of the selected model, which is why it takes a bit to do on higher poly models (which is super necessary if I want crisp shapes for the shading)
This isn't great for my work-flow, and want to know what I need to focus on hardware wise if I want a better performance.
Thanks ya'll!


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Blender and three.js recent versions December 1, 2018
I am struggling with adding Blender export to three.js because my Googling is showing older tutorials on both.
My goal is to export a model from Blender to three.js or at least I think that's the correct wording. I have a .fbx file but really need to learn .json file or whatever exported from Blender.
I have tried going to the addons but three is not showing up with three.js as an option. I think it must be a directory issue.

I am using the absolute latest of both as of December 1, 2018.
Any advice? Thanks in advance for your time.

I'm not sure why the three.js exporter would have disappeared from the specific folder in your screenshot (did you download it from somewhere particular? was it already on your computer?) but the three.js (JSON) Blender exporter has been removed from recent versions of the three.js library.
Instead, I would suggest one of the following:

Load your FBX (.fbx) file directly with THREE.FBXLoader.
Export to glTF (.gltf or .glb) and load with THREE.GLTFLoader.

A glTF exporter is included in Blender 2.80+. For older versions of Blender, you can download the importer/exporter here: https://github.com/KhronosGroup/glTF-Blender-IO.
Per three.js documentation, using glTF is recommended where possible.

Why remove the JSON exporter? It was difficult to maintain and had several key bugs. glTF works very well on the web, and solved a lot of those issues, so the decision was to focus on supporting that. Both FBX and glTF were working better in three.js than JSON, so a custom format wasn't necessary. Note that the JSON format itself is still supported — just not the Blender exporter — so existing files are fine. See: https://github.com/mrdoob/three.js/issues/12903.

I should also clarify — this wasn't just a Blender thing. The three.js Maya and 3DS Max exporters were removed at the same time.

AHH, so I'm not trying to use a three.js add-on in Blender. Just export as normal. Phew! Thank you so much @Don McCurdy! I can now pull myself out of this rabbit hole!


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Blender animation with static hair particle system, single-frame render anomaly
I was following Blender Guru's Introduction Tutorial, everything went fine for creating the desired static image.

I'm using Blender 2.79b on Windows 8.1.
It uses a Hair particle system for the donut sprinkles.  I wanted to do a 3-second animation with a small amount of camera movement, like a smooth slider, and it generally worked, but with two glitches at frame 22 and frame 27.  Here's the 3-second video, 5.5 MBytes:
Donut_001.mp4
It looks as though the seed for the particle system jumps to a new value on those frames and then jumps back on the next frame.  So, it's a strange one-frame anomaly.  It's strange, the ViewPort Render View looks different from the Final Render, with regard to the sprinkles on the pink donut.  It looks to me like a strange Blender bug.  But I am a total beginner, so I'm not sure about that.  I've looked to see if I have accidentally added keyframes on frame 22 and frame 79 and done something strange to the sprinkles particle system, but I don't see anything like that.  This screenshot shows the keyframes at frame 0 and 90 for moving the camera.

There aren't any other keyframes on the sprinkles particle system.
I searched for bug reports like this; Here is the closest one I found:
https://developer.blender.org/T53045
But it's not quite describing my problem.
Here are the files to reproduce the problem:
BlenderGuruTutorial011.blend
ChristmasTreeJacked.jpg
wood.jpg
wood_normal.jpg
Any comments or suggestions would be most welcome!
Thank you,
Lloyd

oops, sorry, the second glitch was at frame 79, not 27.

I've just filed it as a bug report.

https://developer.blender.org/T58562

Here is the .blend file with all the supporting files packed into it:  https://www.dropbox.com/s/mkcgdwj6ptj30cj/BlenderGuruTutorial012.blend?dl=0

I've tried rendering the animation using Blender 2.80 beta, and the bug is gone:  https://www.dropbox.com/s/8rcyp6d3dgeng4r/donut_002.mp4?dl=0


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Blender fold cloth/paper/rubber
Any ideas/concepts/methods to fold a mesh in a zigzag shape?
My idea is too make it folding, somehow like a falling cloth but in a more clean? controllable zigzag shape.
I need this work in animation.
Created an animation by playing with shape keys (as in picture), but the animation looks stiff.
thanks.
I know, horrible grammar, peace!

Ended up with animating the curve using empty but in a reverse way. This mean I pose the curve in zigzag shape first then animate it to straighten shape.


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Animation nodes falloff

How to make the center of circle scale down again after scale up? Like a O shape.

There are two ways to do that effect.

By controlling the object falloff with Curve Interpolation node,

Blend File 1:

Using the Spline Falloff node which gives you more flexibility with the shape (O or something else),

Blend File 2:

One thing I like about Animation Nodes is how flexible it is. Here is a third way to do this kind of effect, using math and an Expression node.
In the GaussianRing loop, we use Vector Length to find the radius of the current position vector. Then we use the Gaussian function to compute the object scale:
a * e ** ((-4 * log(2) * (peakR - r) ** 2) / peakW ** 2)

where:

r is the current radius
peakR is the radius of the peak of the bell curve (the center of the ring)
peakW is the "width" of the bell curve (distance to inflection point)
a is the amplitude (max scale)


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Visibility clip

it gone when I pull out camera. Anyone pls tell me what happened here?

May be this question will help(Asked by you).

But this is not shadow. Whole object gone. Also no problem with view clip as you can see other objects beside it behave properly.

But have you tried it?

"I guess you are using a Sun lamp? Have a look at the Max Distance under the Cascaded Shadow Map." this answer solved my last question but I do not have any sun lamp and will not need any lights for now. Shadow is not my concern for now.

please upload a file containing the issue https://blend-exchange.giantcowfilms.com/

I got an answer after hours of searching. It's material problem.

May be, increase your camera clipping distance!
Select your camera, go to object data and increase End:

Hope this helps.


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Boolean affect UV

I use substance painter to paint textures and apply it into blender. Everything was good until I use boolean modifier to punch a hole. The punching hole process is an animation, so I cannot use another method. How to remain UV while having a boolean modifier?

What version of Blender are you using ? There was abug fixed related to this issue https://developer.blender.org/T59304
This works perfectly fine with 2.92 for example as animated elements.

I use 2.90. I think found the solution, I need to use the "Exact" solver to get it right here. But this make the computation so heavy! Every moves take 5-10 sec to response and it is a pain.


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shadow clipped when zoom out ( eevee )

I like the shadow here but when the camera zoomed out,
the shadow gone. Is this normal? how to fix this?

Eevee is intended to produce 'good enough' results in near real-time, but does not always produce realistic results due to how it employs rendering 'tricks' and shortcuts to produce some effects (such as shadows and reflections). In your particular case, those shortcuts for generating the shadows are producing your unexpected result. Please edit your question to include enough information for someone to be able to replicate your problem - eg, lamp settings, scene setup, camera motion, etc. - and if possible also provide a sample .blend file so someone identify what's causing this in your case.

I guess you are using a Sun lamp? Have a look at the Max Distance under the Cascaded Shadow Map.

This problem can occur if the camera clipping end distance is set too low. In a properties area select the camera icon then open "Lens" and set the Clip distances to appropriate values.  Blender has several clipping values that apply to cameras, lights and their shadows, and view clipping.


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Cycles render was working but now it renders all black
Working on a project that was rendering fine for many iterations.  Something happened and now it just renders black.  None of the likely causes listed here is the issue, https://gachokistudios.com/why-a-blender-render-result-is-completely-blank-or-black-and-how-to-fix-it/
Not finding anything on this site either.  Things went weird when I had Joined a number of objects and suffered huge memory bloat, so the offending objects were then deleted.  File size is back to normal but I cannot render the image.
I have an HDRI lighting setup and a spotlight. All layers are ON for render.
Looks fine when rendered in viewport. To speed it up I am just rendering a small region but same results with entire image.

Just black when rendered

Seems to be something in my project.  If I delete enough objects it will render again.  I guess the way to solve this is to spend time isolating the bad object.  I've tried all of the 'clean up' stuff.  I wish blender could give me a hint as to which object is problematic.

Turns out one of my geometry node 'Collection Info' objects used to particularize objects seems to have become very large so my scene is now tucked inside one of those geometry objects, where it's hidden from the hdri lighting.  How or why it became very large is a separate issue.  Once I muted the node in the geometry node, the scene is now renderable, not black.  This is also why I had some trouble tracking it down to a specific object - It was a geometry node piece.


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volume scattering light cycles 3.0; has some boxy areas
My scene has a volume scatter shader on a non rectangular shape and I am getting these unhappy blocky squares in my render.  See attached screen snippet.  As you can see, some of the light looks great-rays (upper left) and some look blocky (mid right and lower right).  Any suggestions on how to fix?  My current render settings also attached.  Getting a really nice image is priority over render speed.

Do I just need to keep increasing the max samples or look at some other setting? Note that I've made Step Rate Render for Volumes smaller and increased Max Steps

Here is my volume scatter ... is the shape of it the problem?

I would lean towards gpu/driver issue since the boxes are more in a tile pattern

@AllenSimpson I agree, because I think I’ve seen this before. What is OP’s graphics card?

two SLI enabled Geforce GTX 1070 Ti with latest driver and default settings for '3d settings' if those matter

so if this GPU/driver theory is correct, I can run the render overnight (and for the next 3 weeks :-) ) on my CPU instead of my SLI GPUs and the chonky blocks will be gone.  I'll give that a try tonight.

So after more testing, I've clarified that I do NOT always get the blockiness.  If I change the number of samples (much lower) and increase the size on the Z axis of my 'scatter box' everything looks much better, no blockiness.  So this seems more like a render problem than a GPU driver problem.

btw I have two intersecting volume scatter objects - one for the larger fog effect and one for 'low lying river fog'.  I seem to get more blocky effect with a higher samples number.  Maybe the intersecting scatter volumes don't work well together with high samples?


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Simple Array along bezier curve; 3.5.1 not working the way I expect
I've watched a few videos on how to put an array object on a curve and the instruction seem very simple.  Create a bezier curve, create an object (e.g. torus).  Add an array mod to the torus and set the Fit Type to Fit Curve and add a Curve mod and set the Curve Object to the Bezier.
Instead of getting an array of tori following the curve, I get deformed ovals, much larger than my tori.  Before you tell me that I have a fixed count on the array, not 'fit to curve', I have similar distortion from the Fit Curve option in the Array fit type.
I must be missing some simple secret to making this work in 3.5.1.  It seems like it should be easy but the results are way off.

https://blender.stackexchange.com/questions/68923/torus-object-stretched-in-array-curve-modifier

If the page linked by Duarte doesn't answer, please share your file


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3.6 Camera Follow Path, Need to smoothly slow down the camera
I am trying to have my camera follow a bezier circle that's been elongated into an oval, approaching my object of interest.  So my camera has two modifiers, Follow Path and Track To.  As my camera approaches the object I would like to to smoothly slow down.  After lots of searching I've not found exactly how to use keyframes since the 'Animate Path' on the Follow Path modifier seems to do all the work.  I guess I am expecting that I can use the Follow Path and somehow create keyframes that I can control but so far nothing is working.  Can someone please point me in the right direction?  Maybe I need to learn/use the Dope Sheet but so far I'm stuck.
In the image I keep seeing my camera location switch to {0,1,1} even though I've set it to the Orgin {0,0,0} and that too is confusing

Here's a tutorial showing how to alter the speed of a camera while following a path: https://youtu.be/1byaQygtcpc.

If you've clicked on the constraint Animate Path button, it has automatically created an animation for the curve, but you can remove it: Select the curve, go into Object Data > Path Animation, right click on the Evaluation value and Clear Keyframes. Now you can keyframe this Evaluation value in order to move your camera the way you want.

Thx moonboots, so I see that after that I need to keyframe the Camera's Follow Path Offset and NOT use the BezierCircle Path Animation Evaluation Time at all, but I still have the Path Animation checked - does that matter?

You can either keyframe the Evaluation value, or the Offset. As for the Path Animation, activate it


text:
Why is the render view and the render output so different
What would cause the viewport render(left) and the output render(middle) - no compositing involved.  The voronoi lines are sharper in the rendered output and the colors are different.

Usually, the Viewport Shading settings is the cause. You can check it by clicking the small dropdown arrow at the top right of the 3D Viewport as shown below.

That said, there are multiple areas in Blender that allow treating the render differently from the viewport. It will be a bit hard to blindly guess, but you can search the Properties editor using viewport or render to see the sections that has these words mentioned. This should allow you to verify that you didn't edit any of the relevant settings by mistake, and if you did, you can revert your edits.


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Enable UV Editor Sync Selection always on
Is there a preference or other way to have the UV Editor's 'UV Sync Selection' always on by default.  It's slightly annoying to have to turn it on every time when I mostly always want it on. Not a big deal really but falls into the "it would be nice" category

Start Blender with a default scene. Switch to the UV Editing layout and enable Sync Selection. Then switch back to the normal Layout view and select File > Defaults > Save  Startup File. This will only work with a new file. If you load an existing file it will pick up whatever setting was saved with that file unless you uncheck Load UI on the N panel in the file selector when loading.


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3.3 GN Distribute Points on faces- placeholder objects not visible
In this GN setup I am simply trying to show the 'placeholder instances' on my cube/plane before I add a Collection Instance on Points.  As you can see there are no visible 'placeholder instances' and when I add an instance nothing shows up (that I can see)

I think at one point I recreated the GN and it started working right but then I ended up here again.  Is there some basic thing I am missing or misunderstanding?  I have made sure that all objects have all transforms applied and origins at center of geometry. (Plane.001 is selected and ultimately I want to distribute Ferns and Rocks)
But here you can clearly see in a simple new project 'placeholder instances' and I am confident that when I add an instance object or collection, the objects will show up.  What might the problem be in the larger setup?

you can try to increase the density to e.g. 2000 - then you should see something. But since you didn't provide all necessary informations (like scale/size of your plane) we can just guess. so pls provide blend file. thx

Hello ! Your modifier is disabled. Click on the monitor icon to enable it. https://i.sstatic.net/eYvDw.png


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Displacement Heightmap is not tall enough
I created a plane subdivided it 100 times and added a displacement mod with a heightmap texture.  The height map looks great in my source heightmap creator and in Affinity photo as a well defined height map, but the displacement mod in blender, even with Strength maxed to 100, the plane still looks very flat as if the heigtmap has too little influence and I cannot increase the Strength enough get the plane to look like a landscape.  Image shows, imported heightmap in blender, landscape in external tool and affinity photo view of heightmap.

Hello, maybe you've scaled your object and you need to apply the scale? (Ctrl A)

Thx all for the ideas.  It turns out that my plane's scale was way too large compared to the size of the displacement.  Apparently a displaced object and displacement heightmap need to have some similarity of scale; (this even after applying scale).  Once I scale down my plane to about 1/20th of it's size, the displacement heightmap had the correct effect and worked as expected.  I think I had incorrectly assumed that the heightmap would be internally scaled to fit the displaced object.  If anyone knows how to calculate the maths here I'd love to hear.  While I tried to create a 2k and 4k heightmap, I have no clue what size my plane needs to be to be displaced correctly.  I have to use trial and error.

What kind of image format is this heightmap? I'm not an expert on JPGs, but as far as I know they only support 8 bit per channel. And I don't have Affinity either, but I've read that Affinity does support something like a single-channel heightmap with 16 bit (R16 format) and this seems to be what you have there.
Under the filename I can see (but it's not fully visible) "2048 x 2048, RGB byte, R16F..." for your JPG file. When I open a JPG file it would say "2048 x 2048, RGB byte, SRGB8A8". So I guess the 16 bit information is somehow squeezed into the 8 bit or more likely cropped - because on the right side you can see that there are larger white areas.
I suspect that those areas originally contained values above 1, but since the RGB values are limited to a 0 to 1 range, everything above is clipped and becomes 1, too. That would explain why you have those "plateaus" instead of the correct mountain tops.
I have no idea if there is a way to tell Blender that these JPGs should be treated as 16 bit files, but probably the best solution would be to export the heightmaps eitheras 16 bit PNG files or 16 bit TIFF greyscale images.


text:
Blender 4.02 where is Alpha over in the compositor
Where is the Alpha over node in the Compositor for Blender 4.02?

Add menu or shift + A >Color >mix > alpha over

If you had waited for an answer on your previous question, this one would have been obsolete. Be patient. Not everyone is sitting here waiting to answer every question the moment it was posted.

@Emir .. if you just pop this in as an answer, it can be accepted and closed out.

Inside the ADD menu or Shift + A >go to Color > Mix.


text:
Fluid sim animation timing; must wait for many frames for 'water' to fill stream
Working with a fluid sim of water flowing in a stream.  All is working well except I have to wait for about 200 frames before the water makes it all the way to the end and reaches a stable point where I have the right amount of water throughout the scene.  Clearly this is wasted time wrt baking, rendering and animating.  Is there some easy way to instruct the water sim to 'get to the point' w/o screwing up the volume or speed of the liquid

In the domain settings, you can increase the Time Scale value? It's going to speed up the water

As @moonboots said, you can change the Time Scale value - yes, you do not want to change the speed of the liquid, but you can animate the value with keyframes. A higher value at first to quickly fill up the river bed and then decrease the value to 1 for the normal flow. It might help to set the Time Step Minimum to 2 for accuracy (but increases baking time as well). Or increase Sampling Substeps on the flow object. This way not so many frames are wasted. Or Chris' answer is what I also would have suggested, simply place a body of water there initially so that the inflow only adds to it.

just add another object with flow liquid geometry, what should be filled directly. Add an inflow additionally.


text:
Hide vertex colors in vertex painting view
Simply put, I struggle with the same problem found on this unanswered question:
Hide Vertex Colors while painting
Is there a way to disable displaying vertex colors while in vertex color painting mode?

In vertex paint mode, simply change the rendering to either look dev or rendered:

Thank you! I was still using Blender 2.8 which displayed the vertex colors in all rendering modes, updating Blender fixed the problem for me.


text:
Double vertices
So I'm modelling a phone, and I'm making a little divot to separate the screen from the body. Before, I wasn't sure if I wanted to include this and after extruding the faces down, I decided to extrude them back up, only for me to extrude them back down again. The vertices ended up staying, however, and now I have two faces in the exact same spot. I want to get rid of one ring of faces, and I've tried merge by distance but I've had no luck with that. Is there anything I can do?

Merge by distance should work just fine.
Try adjusting the distance value that pops up in the bottom left till it says removed X vertices at the bottom.


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bevel Modifier causing troubles
I attached a picture illustrating my problem. For some reason, there is a random indent when I use the bevel modifier, and I have no idea why it is there.

maybe vertices overlapping? Try a alt M > Merge by Distance. Or an inner face?

There's a face that has 2 cuts across, while the neighboring face has none.
1. Make sure there isn't a hole in your mesh at that point by moving any of the 2 left vertices right next to the hole.
2. I would strongly suggest to add 2 loop cuts to the left of the object as well.
One of those is causing your indent. (Unless I looked at the wrong portion of your screenshot, marking the problematic area somehow might help)

I did this really late at night, and I read the modifier incorrectly. I accidentally applied a subdivision surface modifier instead of a bevel modifier. Still some issues with shade smooth, but I think that may be because my topology is off.


text:
How do I change where an object goes when I press Alt+G
So i am trying to create a rig. I want to make it so if i move say the arm or the eyeball, and I don't wanna have to keep undoing., how could I make it so i could just press Alt-G, and the object snaps back to where I want it?

By definition AltG, AltR and AltS will bring back the bones to their rest position, i.e. their position in Edit mode.
If you want to go back to a particular pose that is not the rest pose, you may be interested by the Pose Library that is in the Properties panel > Object Data.
You can create as many poses as you want, to create a pose, click on the "+" button, to recall a pose, click on the magnifying glass icon, to change a pose, click on the "+" button and choose Replace Existing.
Note that if you select one bone only and click on the magnifying glass, it will only recall the pose for this particular bone.


text:
Cannot find Mesh: Relax
I have blender 2.82, and when I go to edit >> preferences >> add-ons, I can't find Mesh: Relax at all. Keep in mind I'm a total beginner :)

You need to activate another add-on: Add-ons->Edit Mesh Tools.
How I understand Relax add-on include in Edit Mesh Tools add-on. This problem was discussed at the bug tracker.
Though the official manual tells us another information:
https://docs.blender.org/manual/en/latest/addons/mesh/edit_mesh_tools.html#
https://docs.blender.org/manual/en/latest/addons/mesh/relax.html
Maybe the developers didn't correct information in the manual.

Mesh > Relax is not an addon.
Use the search function (f3) to find Relax, it is included by default

It isn't there, though.  It claims it's included by default, but it isn't.  Doing an F3 search for relax on version 2.90.1, for me, brings back relax from looptools only, which is more specific in use than the generic mesh relax myself and the original poster are looking for.

No indeed. You need the Looptools addon activated in Preferences. Relax will then show on the Right-click > Looptools submenu.

Found it! You do need to enable an addon to see the original Relax menu item. - It's under Mesh: Edit mesh tools in the addons. Then select a vertex or two and use the Vertex > Relax entry at the bottom of the menu. You'll also see two Relax entries under F3 search although there's no way of telling them apart there. It's the same both in 2.83 and 2.9 by the way.

I have the same issue as the original poster. As you can see in the attached screenshots, Relax shows up neither in Add-ons or search. The manual says it should be in addons: https://docs.blender.org/manual/en/2.83/addons/mesh/relax.html. This is on Blender 2.83.1 on Windows.

Are you searching with F3 in Edit mode? You won't find it if you're in Object mode!

Thanks for the suggestion, but it doesn't show up in Edit Mode either (on Blender 2.83.6). The search box shows no results.

Very odd. I't certainly there on my machine under 2.83.7. All I can suggest is reinstalling Blender.

I've just installed 2.83.8, and still this doesn't show up on search or addons, neither in object mode nor in edit mode with a mesh selected, and I've tried it in faces, vertices and edges submodes. I don't even need it any more but I'm still very confused as to why it's not showing up!

As per @JohnEason's suggestion, just tried a fresh install of Blender 2.90.1 on a different machine (both machines are Windows 10), and still I can't Relax :-) It doesn't show up for me in addons or in search, in object or edit mode, despite the manual saying that the addon is included by default https://docs.blender.org/manual/en/latest/addons/mesh/relax.html?highlight=relax


text:
How to undo clipping vertices by applied mirror modifier
So I applied it way back ago, now I saw it and I can't rip it using v

Unless you're talking about cancelling the clipping in the modifier while having it active (There 's a button for it in the Modifiers Tab --> Mirror Modifier --> Clipping), one option could be selecting the mesh that you want to be separated and then pressing: P --> Separate By --> Material (for example). Hopefully this useful in some manner :)

I am talking about the first one but after I already applied the modifier.

If it's no longer in the undo (CTRL-Z) list, there's no way to undo it once the modifier has been applied. If hat's not what you mean, please edit your question and add an image to show what you mean.


text:
Weird Glitch when render only normals
Hey guys i dont know whats happening, new to blender. Hahaha...sigh
Ok so i am following blender guru tutorial but for the love of god i cant figure it out a render glitch. i am using an Hdri to light the scene and I got this weird glitch. Without texture only a principled shader with a normal baked.
Screenshot

As you can see I only have the normal and hdri so i dont know were that camouflage glitch is coming from.
Also it looks perfectly fine in the renderer viewport the one acess directly throught the 3d vieport.

I know the normal bake is not good i was just testing how it looked with the normals in the final render and i got those weird white gray and black spots. I know about noise problems from sampling and such, but these seems to be an issue with the shader itself
Any help or insight will be eternnally apreciated.
Cheers

Edit: Ok at least I know this, only as a pointer to whoever can help. I try making another material and Input the normals, it worked it stop the glitching but if I put color data on the diffuse input, the white, gray and black spots appear again. Heeelp please :(

maybe your normal bake is not in tangent space? try changing that in your Normalmap Node. Also specify the UV the texture should use directly


text:
Camera casting weird shadow depending only on it's position
As the title already explains I have a shadow in my render without an actual object which casts that shadow. The shadow only shows depending on where my camera is positioned and even when I disable the used lights in my scene.
Picture 1 shows how the object should look with the used lighting.
Picutre 2 shows the exact same object but I rotated the camera around it.
Picture 3 shows how that shadow increases while I rotate further around the object.
Picture 4 shows that there clearly is no other object in the way of the light and that camera itself could not cast the shadow on my object.

What does your material node setup look like?

Here you can see my material node setup: link

So I went in there and played with some settings. It looks like the normal input is causing that problem because if I cut the connection the shadow vanishes!

Yeah, I caught that. It's in my answer.

I think this should solve your problem: Unless there is some special reason you're using "object", "generated" is usually the best texture coordinate to use for procedural textures. Secondly, if you're using a B&W value as a normal map, it should be run through the height input of a bump node first. See below:

There is no real reason for that. I think I copied that from somwhere else because I'm a beginner and don't really know what I'm doing there. ^^
That definitely did the trick and that weird shadow is gone, so thanks for both the advices!

@Tignite One thing to look out for is connecting sockets (the inputs/outputs of the nodes) to sockets of the same colour.The colour represents the type of data it handles. In your example you were connecting a Grey (scalar) output to the Blue (vector) Normal input of the shader node. This was producing an invalid surface normal which - as Christopher rightly pointed out - was the principle cause of the "shadow". Stick with connecting 'same colour' and you'll avoid some (but not all) of this kind of problem.


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camera view of Viewport render image is different from rendered image
I want to set camera at various locations in a scene and render images.  In one scene that I am working on now, the camera view as seen from viewport is different from the camera view that is in the rendered image.
Ive googled extensively and tried the following solutions:

checking the " lock to camera view' option
unchecking 'sequencer' in postprocessing
delete all key frames and re do.  I also additionally deleted the existing camera and added a new one, set its properties again.  But of no avail

There are no hidden cameras in the scene also.  How can I rectify this?

Could you share some screenshots to show how it is different? Did you add scene strips to the sequencer in a new scene and in the sidebar select the camera?

No, I did not do any of that.  The blend that I am talking about was downloaded from blender.org's free demo file.  https://www.blender.org/download/demo-files/  'Architectural Visualization".  To reproduce the error, try downloading the blend file and set a random, relevant camera position and try to render the view.  The rendered image focuses on a washing machine, while you could have set the camera to view the dining table in the scene


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Invisible wall that doesnt appear during modelling, but on rendering
In the blend file attached, I want to render rgb frames at various camera viewpoints.

When I render a frame at the camera pose shown in the screenshot (facing the counter), only a white image is rendered.
However, as apparent from the global view, there is no plane in front of the camera. I get a white image for all camera poses at thetha-z = 180 and y > 3.5 (approx).
How do I get rid of this white 'wall'?

You have an object just named “Cube” that is hidden in viewports, but not in renders:

This object obscures the camera:

Either delete the object or disable it for renders as well, and your problem will be resolved.


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Node properties panel missing in compositor
In the compositor, there is the properties panel which allows us to change properties of the nodes added.
It is usually retracted and indicated by a small triangle on the top right, as indicated on the image below.  But it seems to be missing in this particular blend file ( I work with many blend files and this is the first case ive encountered)
How do I enable the panel? The blender version I use is 2.9

Could you share your blend file?

Press N to expand it

@marcellothearcane  here is the link to the file https://drive.google.com/drive/folders/1puMDEjs-w1tqtHC7YWvvJvUYcrupnW79?usp=sharing

@DuarteFarrajotaRamos this dint work.  I selected the node and pressed key 'N', but nothing opened.

I can see this too. @Duarte, it shows the sidebar as checked here https://i.sstatic.net/OnDwL.png and you can't untick it with N.

Try this:
Delete the Compositing tab up the top:

Add a new Compositing tab:

Fixed!

Bonus: You can shuffle tabs around with Reorder to Front to get them back to where they were:

Here's your .blend back again:

Thanks a ton! Just curious, how did you share the blend file like that?

@VjayalakshmiK No problem! You go to https://blend-exchange.giantcowfilms.com and drop it in there :) It's a free thing provided kindly by the community

This is OT, but I love your vintage Blender theme :). Win98 vibes...

@JachymMichal It's the Xsi one :D Dark themes are sometimes too dark, especially when having to flip back to emails and other primarily-white programs...


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Regroup channels in Object Transforms of Graph Editor
As shown in the screenshot attached below, the Z location and Y rotation channels alone are present outside the 'Object Transforms' group. However, I would like the two to also be inside that group. I want it so because I find that when I set keyframes for the camera, the values for Z location and Y rotation dont change as I desire.
I would also appreciate if someone can explain what these channels control and what these groups mean, for I have not been able to comprehend much from the blender documentation.

In the dopesheet and graph editor, you can select some or all channels and use the menu Channel with the "group channels" (Ctrl G) and "Ungroup channels" (Ctrl Alt G) functions.
This grouping/ungrouping is useful only for organization purposes, when you have lots of curves and you want to organize them, it has no impact on their behaviour.

Thanks, I was able to group them all together. But one issue still persists: Whenever I change camera position and insert a keyframe, Z location and Y rotation dont get added as keyframe; ie, when I press 'I' the Z and Y dont change color from Orange to yellow.  How to fix this?

Is your keyset only scale? Do the others 7 channel get keyframed? Are you using the NLA editor? Does this happen even into a new file? Maybe you could try to save a copy of the file, delete everything except the camera, and if the issue persist upload this new file.


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Changing camera location for one frame changes it for everything
I want to create a short 'scene-inspection' video, where the camera should move in a pre-determined trajectory around a scene (x,y,z, and Euler angles).  To test on a couple of frames initially, for frame 1 I set y- value to -10ft, and for frame 2 to -10.5ft ( ie I am only changing the y direction values).
But I observe that as soon as I set camera location for frame 2, it also changes the value for frame 1 (to -10.5 ft).
The location values arent locked and the camera is always selected as the active object for that frame.
Why is that happening? Pls suggest a workaround.

You need to add keyframes to set the location at different points in the animation - otherwise Blender is not aware of how you want the object to move and assumes you are just moving it to its new 'static' location.
You should set a keyframe at the start of the motion - this can be achieved by simply hitting I and selecting 'Location' (or whatever property you are keyframing) while in the 3D Viewport. Then move to the end frame and move the camera and, again, add a keyframe using the same process. Your camera should now move between those keyframes when you play the animation or move through the timeline.

Worked! Thks a lot


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objects showing in Eevee but not cycles
So I've been modeling this camera with Eevee along the way and didn't have any problem when switching to rendering mode, however, once I switched the render engine to cycles a lot of the parts are not showing in the viewport.
It is rather weird because the wireframe of the object is still showing when the wireframe is turned on but the object itself is not showing in the viewport or in the render. I checked everything in the outliner and nothing is wrong, I also tried to copy the object that's not showing up to a different blend file think it could be just this file is corrupted but it's still the same.

can you share the blend file? (you can remove all other objects than the one that has the problem). In general cycle and eevee have different managements of the shader nodes settings (but you probably already know it)

Go into the object properties and visibility (while Cycles is enabled as your renderer) and make sure the "Camera" checkbox is ticked. You can check all the other ones too, I guess.

Thank you so much! It must have been turned off when I used the boo tool.


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Recreate water bevel
I am trying make it so when an object interacts with a plan, it creates a bevel effect show in the attached photo.
Is this possible?

are you trying to make an animation? is it supposed to be a simulation? is it supposed to be interactive?

Here is one way using a Warp Modifier
Your surface must be highly subdivided, it will contain the modifier. In the gif below this is the plane object.
The modifier stack is as follows:

The from and to fields in the warp modifier are the important pieces here.
The modifier pulls from point a to point b, thus creating the effect shown in the gif below. By animating the cube to move toward the empty, as well as the strength parameter of the modifier it exaggerates the effect. This should get you in the direction you are looking for.

You could do something like this - Inset the "water surface" a few times around the edge of the glass (for a classic meniscus), and also scale/inset the circle in the center of the "water" to match the shape of the brush and inset it a few times as well.

Then select the main (midgap) water surface turn on proportional editing, and shrink the edit circle until it's small enough that it only affects the water. Move the selected area down and the rings on the edge of the glass and around the brush will start to curve. Position it where you think looks good, and turn any subsurface modifiers back on.

The final result looks like this (I know the glass and reflections are terrible - I made it super fast):


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How to add a new matter for physics in blender ? (aluminium, titanium etc.)
I couldnt find a way to add matters to blender. I need it for calculating object mass. When i do calculate the mass, blender appears me some options to set the matter (iron, brass etc.) and of course there is a "custom" option. How can add my "custom" matter to that list? I dont want to choose custom every single time i do calculate...

As you can see, there is a matter list that comes with blender. I wanna add my custom matters to that list. So i'll be able to select my own matter quickly...

I would expect this list accessible from blender presets folder, but there is not any for mass ... so sadly it seems to be hardcoded. Also any time you change object size you would have to calculate mass again (it is not updated automatically). So ... it seems to be a task for someone with python skills :)

Extra menu script.
AFAIK there is no simple way to tack extra material / density pairs to the operator enum. It is however quite simple, via scripting,  to add a menu of extra options.

The value is the density in kg/m³

Chalk, solid weighs 2.499 gram per cubic centimeter or 2 499 kilogram
per cubic meter, i.e. density of chalk, solid is equal to 2 499 kg/m³

In default SI units, the default blender cube has volume 8 m³ multiplying volume by density will give mass, for chalk (as illustrated) 19992 kg.
Densities of various materials
Quick slap together proof of concept using Templates > Python > UI Menu Simple  Material "Foo" has density 12.0, "Bar" 0.01,  etc.
import bpy

extra_mats = (
    ("Foo", 12.0),
    ("Bar", 0.01),
    ("Goo", 11),
    )
class SimpleCustomMenu(bpy.types.Menu):
    bl_label = "Extras"
    bl_idname = "OBJECT_MT_simple_custom_menu"

    def draw(self, context):
        layout = self.layout
        for name, p in extra_mats:
            op = layout.operator(
                "rigidbody.mass_calculate",
                text=f"{name} ({p})"
                )
            op.density = p
            op.material = "Custom"

def draw_menu(self, context):
    row = self.layout.row()
    row.operator("rigidbody.mass_calculate")
    row.menu(SimpleCustomMenu.bl_idname)

def register():
    bpy.utils.register_class(SimpleCustomMenu)
    bpy.types.PHYSICS_PT_rigid_body_settings.prepend(draw_menu)

def unregister():
    bpy.utils.unregister_class(SimpleCustomMenu)
    bpy.types.PHYSICS_PT_rigid_body_settings.remove(draw_menu)

if __name__ == "__main__":
    register()

    # The menu can also be called from scripts
    bpy.ops.wm.call_menu(name=SimpleCustomMenu.bl_idname)