text:
Blender Trim Sheet UV's not unwrapping

The only reasoning I'm asking this is because I've searched and searched but none of the answers seem to fix my exact issue. I've used all the UV unwrap methods I found pertaining to trim sheets. They work exactly fine when I unwrap a circular mesh; however, when I try to unwrap an 'S' curved mesh I get some really bad distortion.
I am using the "follow active quads" unwrap feature. (Like I said, when I use it on a circular mesh like used in all the tutorials, it works fine. Maybe it's because of the UV space not being the same on all the faces? If so, how do I fix it?)
thanks in advance!

There is nothing wrong with the UV map you created. Using Follow active quads gives you good uv islands suitable for trim maps.
You should instead focus on how you built the model. Try to keep your quads as square as possible so that the distortion gets evenly distributed across all faces.
I added a wireframe to the model so that you can see how the quads gets split up into triangles and how the texture stretches over them.


text:
Are my CPU temperatures okay and safe while rendering?
I have been rendering quite long animation with my laptop and decided to check the CPU temperatures. I render on my GPU, but the processor (intel i5-8300h) is much hotter. Most of the time the temperatures are fine, but sometimes they hit max (100°C), but just for a really short while (not even a second). I wonder if it's okay or dangerous for the processor...

Here are the temperatures during a 40 minutes rendering session. Left column is for current temperatures, the middle one is for min temps, and the right one is for max temps which appeared during rendering.

This isn't the right place to ask-- we aren't focused on those kinds of questions.  Try https://superuser.com/ , an SE site with hardware jurisdiction.  My inclination is that no, those are not okay or safe (hence the red.)  You shouldn't be able to cook beans on your CPU.

The short answer is that you're probably fine.
Personal aside: there have always been these arguments about thermal stress on computer components, ranging from "turning off your pc at night is bad" to "overclocking reduces the lifetime of your components".  It's just a fact that most PC hardware outlives its useful lifespan, and it's either thrown in a landfill or recycled, so I mostly ignore these arguments.  Obviously heating something up to the point it turns off while you're using it is bad, but a modern processor monitors its own temperature and will underclock when it hits the thermal limit.
The long answer is kind of complicated.  Intel's guidance to laptop makers is basically "ride the thermal limit as hard as you can, if you don't you're leaving performance on the table".  As I said the processor will take care of its own thermal situation, so for short batches of processing (basically everything the average user will do in a day) it's in everyone's best interest to let the processor hit whatever frequency it wants to get the work done as fast as possible.  It's not going to saturate the heatsink in that amount of time, the fan probably won't even have to do much work.
You're in a different boat since rendering is a sustained workload.  You saturate the heatsink to a great degree just while rendering pixels (the CPU has to do some work after the GPU compute stage), so when something like a denoising task comes along (heavily CPU bound) the added heat makes your temps go crazy.  You're hitting the thermal limit of 100C (literally boiling), and the processor is backing off to compensate.  It targets a steady state of 90-95C during sustained workloads, so the absolute high end that you're seeing is only the case for a short while.
But all of this is absolutely within spec for Intel, and it should be said that your laptop isn't weird.  This happens a lot.
You can potentially look for some fan options or a "performance mode" in the power options on your laptop, oftentimes they will limit the fan speed for noise reasons.
Otherwise, if you are concerned there are ways to make render times longer.
Edit: This interview now exists, reinforcing my point and just generally interesting.
https://www.youtube.com/watch?v=h9TjJviotnI

Thank you, really exhaustive answer!

It's a question that is borderline for this SE, but it's an area I actually have some standing in so I'm happy to give an answer.  Even if it gets closed :D

source: Stack Exchange

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

sort: votes


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why is my mesh fully lit from all angles with no lights in the scene?
I am playing around with materials in blender cycles, and for some reason my mesh is brightly lit with no lamps in the scene. ambient occlusion is off and I tried restarting blender. what is going on here?

hello, please show your Shader Editor, maybe you're using an Emission node?

The World Background itself (grey) is also a source of lighting. To remove its influence, change the Color to black in the box on the right, or set the Strength to 0

This can also happen if you forget to connect your material to a shader before connecting to the material output:

This example just uses a Diffuse BSDF - note that despite the object no longer "glowing", it is still lit, even though there is no light in the scene - that is from the World Background as mentioned at the top:

Thanks! that worked

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


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Texture seams in Cycles, but not in Substance or Redshift
I'm pretty new to Cycles and Blender as a whole, and am having issues with seams coming through when rendering with Cycles.
I made the texture in Substance Painter and the seams didn't show up there. They also didn't show up when I tried them in Redshift. Thanks for any help you can give me on this!

hello, please pack the images (File > External Data > Pack All Into .blend) and share your object: https://pasteall.org/blend/

I think I figured it out. It was something wrong with my normal map coming from substance. Thanks!


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How to make an airflow animation?

Hi Artists,
Any idea how to do an airflow simulation motion "photo attached"?
I am not sure if this can be done on Blender or I should fake it in postprocessing using Affter effect or any other software :(  , I would really appreciate your ideas to help me with this, thanks.

Do you have an animation reference to show? From a still image we can only guess what the motion would look like.

maybe check my answer here: https://blender.stackexchange.com/questions/218562/tip-for-create-shine-effect/218576#218576

Thank you man, I really gonna use your answer for another part of the project, this is the reference video for the motion:
https://www.youtube.com/watch?v=t1oZ-KNEpE0

Hi Carlo, Thank you again,
I used your previous answer with a line curve and I think it was what I looking for :), I have attached the reference video link so please review it and let me know if you have another technique you think it would be better otherwise this would be good enough.
All the best.


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Blender 2.8 resize single edge where rest follow proportionally
I'm trying to resize a rectangular cubiod, currently 5 meters on it's longest sides and 2 meters on it's shortest sides (as shown in the diagram) I'd like a method that allows me to just set a new length of one edge that proportionally sets the length of the rest of the edges in the cuboid.
So for example: I'd like to be able to type in a new length for one of it's 5 meter edges and make it 2.5 meters. After I do so I need the rest of the edges all to shrink by a half.  The result of this example will make the 4 of the edges 2.5 meters long and the remaining 8 edges 1 meter long.

i think this is what you want to achieve..

select this vertex, then shift+s cursor to selection

change the pivot point to cursor

scale down to 0.5, and it should give you this result


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Unknown Measurement Showing in 3d View
I was playing with measuring tools a couple weeks ago and came back to my project and I forgot how I created a measurement marker on a blender object. The unknown measurement is shown in the accompanying diagram at 1.96295mm in Edit & Object mode.
The blue measurements are from the MeasureIt tool.
The black measurement text of 1.96 is when I enabled edge length in the viewport overlay.
So my question is how did I create that 1.96295mm dark highlighted measurement.

OK,
Figured it out. After disabling MeasureIt addon since that wasn't related and disabling edge-length display in 3d viewport I noticed the protractor icon (measure tool) was selected on the left.
Playing around I realized that you select a vertex point with the left mouse button and drag it towards another vertex. Only after you start dragging you can hold down the Ctrl key to have it snap to another vertex. The result is the measurement in white text highlighted in a black box as displayed in the above attached image.
Some notes:

After selecting the first vertex, make sure not to drag or Ctrl+Drag
the left mouse button while over empty space or it might select a
vertex hidden below the one you need to select. (Inconsistent)
To delete a measurement, tap on the measurement or the ruler line it
created and press X on the keyboard


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Objects are missing and hidden objects appear when rendering(Blender 2.81a)

⬆ like that
there are some answer under other similar question said need to select all objects in object mode and click [M] to [Clear all restrict render], but when i click [M] , the mouse just change into the select circle, I don't know how to clear all restrict render.
hope someone can help me with the problem.
thank you guys.

Hello and welcome :). You probably need to check Show Emitter in your particle settings https://blender.stackexchange.com/q/149607/78972

Thank you very much Jachym Michal! it's very helpful!


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image texture doesn't work
I made a manatee object and took a picture of the toy's fabric.
I try to add the jpg file as image texture but it seems doesn't work.
could anyone help me with this problem?? (T-T)
Thank you very much.

The manatee model has no UV map. So Blender does not know how to use the texture image.
You can either create a UV map, or change the vector input of the image texture node.
Below, add a 'texture coordinates' node and plug object or generated output to the image texture node.
Then change projection method to 'box'.

Thank you very much !! sorry I haven't figure out uv texture before, but your answer is very helpful to me. (now I'm thinking about how to adjust the fluff size of the fabric texture, because the single fluff of the manatee looks a little huge. Should I just adjust it in uv map or add a new node to fix it?(THANK YOU FOR YOUR HELP)

It depends of what you want to do after. With UV map you can change the scale but in that case, UV map will lead to seams. Another is to add a vector mapping node between 'texture coordinates' and the image and change the scale.

I tried the "mapping" node, it really works but some fluff were stretched，maybe I still need to change the scale in UV map(I marked the seams in early time), Thank you very much for your help


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New objects are grey, ignore material
I've been working on a project and seemingly out of nowhere, any new object I create ignores any materials, and is always grey.

As you can see in the picture attached, the object is completely grey. I can asign them materials and even with them assigned, it still renders like that, completely grey. (In the picture, its using the brown leather material from the chair next to it). And this is happening with any new primitive, fresh and with nothing changed to it. They spawn and are like that, before I even do anything else with them.
If I duplicate any object I made before, they work properly. Its just that any new primitives I create are messed up. On creation they are already grey, instead of the default light grey/white, like the cilinder on its right, that has no material, and was created at the start. I can create new materials and asign them to any of the older objects and they work just fine same with giving them new textures.
I tried closing and opening the project again, blender too, but it keeps happening. I asume because I saved before I closed. I created a new project and everything works properly, so It's something that happened on this project.
This happens on material and rendered view. Interestingly however, I can see the texture just fine If I go to the Texture Paint workplace. But this doesnt fix the issue, since it's still messed up on render.
This is not a normal issue either. Tried flipping them or recalculating and nothing changes. Same for UVS: remapped the objects and nothing happens. They just ignore the materials and are like a void, ignore lights too.
I compared every value with an older object on the object tab, and everything seems the same.
This is not a graphics card or computer issue, I think its a setting I must have accidentally toggled with a hotkey, or something like that. I looked online for any solutions and I saw some people that reported the same issue, but never got a solution. Some suggested they were UV or normal issues, but I already tried that. Other threads were just the usual influx of people asking for computer specs and never replying again.
Again, this is something that happens only to new objects, not the old ones. As you can see, anything else displays and renders fine, just that at some point, something happened and now they are stuck like this.

Hello could you please share an object that has the problem? https://blend-exchange.com/

Preferably at least  2 objects.. some that have the problem, others that don't.

I haven't read your description (sorry) ... it just looks like Cube is in Collection with Holdout enabled ... if it is not your case follow comments bellow your Q.

That was the issue. I didnt have the holdout icon enabled, had to manually show it to indeed confirm that was the issue. There was a collection called "background" that had Houldout enabled, and the new objects were being created there. From now on I'm keeping that icon enabled in the Outliner.

Great it worked for you :)


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Assemble / Disintegrate with Animation Nodes
I would like to assemble an object made of Polys but I get stuck because the integration does
not stay.
At the moment I use the Offset Polygons Node to set the scale of the Polys influenced by a
locator object and a Point Distance Falloff as seen in the image.

I can reverse the falloff by an invert node that gives me what I want, but because its a
Point Falloff it does not stay,.
the directional Falloff is close to what I want but I would like to have it starting from
a point and not going in a fixed direction. directional Falloff is way to "directional"

the main goal at the end is injecting the object at different points and let the scale "grow"
till comlete visibility.

We need to store previous state of falloff. This allows to stay effect of falloff even it is changed.
In this example it stores Maximum falloff of Object Controller Falloff on each execution. The values of falloff are stored in AN.falloffData. The value of falloff is reset when frame is 1. The working of this technique is well explained here
To store data to AN module : setattr(AN, "falloffData", x)
Access stored data : AN.falloffData


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where is bake option under render properties in blender 2.9.3
I was following a tutorial where I need to bake shadows however there is no bake option in my version and its just indirect lighting and I do not know how do I bake shadows with that.

You can't bake in Eevee, you need to switch to Cycles:


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blender output from image sequence is very bad
I am trying to export a video from image sequence. The images are rendered in cycles and are of good quality however when i animate the image sequence in video editor, its comes out very bad and choppy.
render settings -1

render settings -2

screenshot of the video, you can see how bad it looks

sample image from while the video is created from

Do you have the same issue with H.264 as video codec ? I don't know MPEG (dvix).

In my experience divx does not produce a good quality, so as @Lutzi suggested, have you tried H.264?

Just as an aside, I've had problems with Lossless in the past and now use Perceptually Lossless 100% of the time

I'm pretty sure Divx is a lossy codec, so it doesn't have a Lossless option


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turn wire frame of ico sphere into a cage
I have the Skelton of the ico sphere  . i want to turn the edges into tubes so that it can look like cage.
i tried solidify modifier and it didnt work.
I want the cage to look like this

Solidify modifier is basically like a normal-directed extrusion, it simply isn't what you need here.
What you could use is a Skin modifier:

The Skin modifier uses vertices and edges to create a skinned surface, using a per-vertex radius to better define the shape. The output is mostly quads, although some triangles will appear around intersections.
It is a quick way to generate base meshes for sculpting and/or smooth organic shapes with arbitrary topology.

Source: Skin Modifier - Blender 4.3 Manual

After you added the Skin modifier, you might need to select a vertex in edit mode and click the "Mark Root" button in the modifier for it to know where your geometry to skin "starts" from.
Then select vertices and hit ⎈ CtrlA to set the skinning scale to your liking.

As @moonboots  mentionned, you can also use a wireframe modifier (you may want to enable Boundary too), which requires keeping the faces unlike the skin modifier:

The advantage of this one is that the geometry is more predictable (you can see the Skin modifier can struggle at junctions of multiple edges into one pole). But you can't have varying size across the mesh, and a subdivision modifier on top of it looks like this:

Which makes it a bit harder to get a smooth result without applying the Wireframe modifier first, adding support poles at the junctions, and then letting the subdivision modifier do its job:

You can try 2 modifiers, the Skin modifier (to thicken the branches you need to go in Edit mode and press CtrlA), or the Wireframe modifier (you need to keep the faces of the mesh if you want to use this modifier, tweak the Thickness value if you want to thicken the branches):


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how to achieve seamless UVs of multple meshes?
I am trying to do a project in three.js where I require adjacent/overlapping meshes in my model to have UVs in such a way so that when a texture(img as texture) is applied it will look seamless across multiple meshes.
A crude example
when i try to unwrap the meshes (1,2,3). I find it impossible for them to have a proportional UVs so as to achieve seamless nature.

when I try to rearrange one tile's edge(dotted line)in UV editor, all the other gets messed up.
I want to achieve UVs such that the colored tiles look seamless across Mesh 1,2 and 3. Joining all three meshes is not an option due to project constraints in threejs. How do I do it?

It defeats the whole point of UV maps : to separate parts of the mesh into separated islands. In your example, you may be able to align all 3 surfaces (I'm not even sure) but for a whole object, you can't have seemless mapping. What is the motivation to have the 3 surfaces aligned perfectly ?

shoe customization project in three.js. There are two reasons why I want three separate islands to be aligned perfectly 1) islands must be separate so the user can assign colors to independent mesh/islands 2) UV must be aligned so when user uploads an image to side of the shoe, the image looks seamless across multiple island! (generally drawings overlap three adjacent meshes) https://www.reddit.com/r/OnePiece/comments/jsr63y/would_you_like_to_wear_a_pair_of_custom_made/ - something like this

Then you probably want to U > Project from View, no ?

oh thats a perfect solution! however what if the adjacent meshes aren't facing the same side (view)? ex : https://ibb.co/Dr8fy2w. 1,2,3,4 islands are facing different sides(1 and 2 are completely opposite) and i want to place image overlapping all three meshes?

Then have multiple UV maps with multiple Project from View. For example one for the side image, one for the back logo, etc...


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How to let people see message in add-on preference?
I want to type some message for people to see when they just installed the add-on. I need a message to them in add-on preferences. How can I do it?

Do you mean you need to show your text in add-on preference?

Yes, do you know how? Please answer

Type your text in add-on preference script:
bl_info = {
    "name": "Example add-on",
    "author": "Your name here",
    "version": (1, 0),
    "blender": (2, 92, 0),
    "location": "Your location here",
    "description": "Your description here",
    "wiki_url": "",
    "tracker_url": "",
    "category": "Development",
}

import bpy

class AddonPreferences(bpy.types.AddonPreferences):
    bl_idname = __name__
    def draw(self, context):
        layout = self.layout
        col = layout.column()
        #Type your text
        self.layout.label(text="Your text here")

def register():
    bpy.utils.register_class(AddonPreferences)

def unregister():
    bpy.utils.unregister_class(AddonPreferences)

Finally I got this

Thank you. I have done successfully.


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Bpy check if each object is parented
I am looking for a way via scripting to check if an object is parented. A way to access the list of its direct children would also be helpful. Thank you.

If an object is parented, then its parent member will refer to the parent object. Otherwise, parent will be empty (None).  Here's an example where I've parented a sphere to a monkey.  If I type
bpy.data.objects['Sphere'].parent

in the Python console window it replies
bpy.data.objects['Suzanne']

A common test for this is
if obj.parent:
    print("Object has a parent".)

where obj is the object you are interested in.
There is no structure that keeps the list of parents.  Here's a loop that finds all of the children of a specified object, in this case, a monkey:
children = []
for obj in bpy.data.objects:
    if obj.parent == bpy.data.objects['Suzanne']:
        children.append(obj)

This can also be written as
children = [obj for obj in bpy.data.objects if obj.parent == bpy.data.objects['Suzanne']]

This answers it, Thank you!

should bpy.data.objects.parent return a bool?

No. It returns the parent. The if statement in the example works because Python treats an unset variable as None and then treats None as False.


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Removing vertices with modifiers
I would like to know if there is a modifier setup that can delete specific vertex groups.
The decimate modifier's lowest setting seems to leave 3 verts and only has an effect of dissolving/merging by distance, instead I want to be able to delete every vert in a vertex group.

Use the mask modifier: choose your vertex group and press the inverse button

result:

Thanks so much. I've been using blender for 4 years and have always overlooked this!

@ZakNelson you are welcome


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Use BPY to List objects by the most number of tris
I am working on optimizing a large file and would like to use a script to print a list of the objects and their triangle count for objects visible in the scene in order of least number of triangles to most.
It would be great to also be able to export this as a CSV spread sheet file, but maybe that's off topic for this question.

Get all visible mesh Tris
import bpy

lis = []
for obj in bpy.data.objects:
    if obj.type != 'MESH': continue
    if not obj.visible_get(): continue

    lis.append((obj.name, sum([(len(p.vertices) - 2) for p in obj.data.polygons])))

lis.sort(key=lambda x: x[1])

for el in lis:
    print(el)

Export as CSV
import bpy

lis = []
for obj in bpy.data.objects:
    if obj.type != 'MESH': continue
    if not obj.visible_get(): continue

    lis.append((obj.name, sum([(len(p.vertices) - 2) for p in obj.data.polygons])))

lis.sort(key=lambda x: x[1])

outputFile = 'C:/yourlocation/list.csv'

line = ["Name, Tris\n"]
for el in lis:
    line.append(f'{el[0]},{el[1]}\n')

f = open(outputFile, 'w')
f.writelines(line)
f.close()


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Non-planar quads: how to connect two curves with faces?
I am trying to create a specific shape consisting of two curves connected together by faces (in the context of modelling a plane).
Here is what I came up with by converting the first curve to a mesh, extruding to get the second curve and applying some transforms (rotating and scaling).
The problem I have is that because the scaling is not uniform on all the axes I get non-planar quads which get triangulated by Cycles:
I thought of different ways of fixing this:

Creating and converting the two curves separately gives a similar result
Dividing the quads by adding intermediate curves makes the quads flatter but it is not perfect

I know that it is mathematically possible, for instance if the algorithm converting a curve to a mesh divided the curve into segments according only to the angle and not the distance between vertices, so that's why I'm asking: does anyone know how to do this "the right way"? Thanks!

@cegaton Yes that's what my second bullet point refers to, this is the best I could do so far. But I know that in this particular case there exists a perfect solution (mathematically) and I wanted to know if there was a way to obtain it :-)

Virtually all quads are non planar, and that is ok, that is not a problem per-se. Your topology seems correct, your problem lies in the generated triangulation and the fact that your faces are not shaded smooth.

Add some loop cuts to shorten the length of the faces. As well as shade smooth, the subdiv modifier can help smooth the surface.

I tried to re-create your model to mimic the issue and as others stated in comments, adding some loop cuts should solve it.

After that I would just try to make the cuts more even using vertex slide.

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


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Particles started before animation does not appear in cycles animation render
I have been working on a little side project where I am trying to render with cycles an animation of snow falling.
The snow is a simple particle emitter from a plane, and the catch is that I want the snow to be already filling my camera view at the start of the animation. For that I set the "frame start" of the particle settings to -200 which seems to work after running the animation for multiple loops.
The problem is that when I render the animation (with cycles), the snow is present on the first frame but then start over from the second frame. Rendering juste the second frame shows the snow though...
Do you have any idea of what the problem is here and how I could fix it ?
Here is a simple .blend file showing the problem:

Thanks !
As a disclaimer, i have seen those two posts but they are pre-2.8 :

Procedural snow with particles
Start particles before animation

Without looking at your file (sorry), but have you baked the particles?

I think i did not, I am relatively new to blender. Could you guide me to do this ?

So per Frederik's commment I looked into baking the particles and it seemed to do the trick...
In order to bake the particles, click "Bake All Dynamics" in the properties :

Thanks !

This worked, but if you have multiple particle systems - make sure each particle system has a different name. If you don't do this only the first one you bake will show up.


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When I change the material on one eye two others switch to the same materials, the two that switch are copies of the first one, How can I fix this?

I have highlighted the eye I want to change blue and  the ones that should stay the same in yellow *

You need to give it another material. If the eyes are linked duplications, you need to make them single user: Select and go in the Object menu > Relations > Single User > Object & Data & Material

Thank you moonboots


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Is Blender capable to edit 4K video yet (the year is June 2020)?
I downloaded a 4K demo video for testing video editing with Blender.
I have found questions & answers regarding Blender 4K video editing that are dated back in February 2017 (not recommended) and June 2019 (video sequencer so slow).
Will give it up if it is not doable.
Thank you.

Doable? Possibly. Advisable? Probably not. Blender is a wonderful 3d content creation app,  but an antiquated and clumsy video editing tool. In 2020 there are plenty of other programs avalable with more robust tools and way better performance ,some of them are free as well. If you use blender be prepared to be disappointed.

Try DaVinci Resolove free.


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Why does my lighting not work Blender v.28
I am new to blender and I am following along with a youtube tutorial. I have tried to add lights but none have any effect on the object I have made, like the icon and direction shows but the literal lighting is not there. All objects have designated materials and I have messed with the strength and radius etc... but still nothing. I'm hoping it's a simple fix but I am not sure what's happening.
link to file here
https://www.dropbox.com/s/42qxlq2omy9wq37/Sheeps.blend?dl=0

The biggest issue is that the light you are using was only 10W. This is the default "power" of new lights added to the scene with the exception of a sun which starts at a value of 1. This is why all the new lights you added seemed to have no effect - they were way too dim. I upped it to 10000W and the light shines brightly. Also, however, you have the spot radius size set to 126 - I think something like 65 should be OK for what you're doing, unless you have some special need for it. Click the "show cone" box to make the light cone cast by the spotlight more visible so you can see where it's going. See below:


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Problem with an UV map (doubled mesh) and texture painting
I sculpted this head myself, I did retopology of it and I marked seams to make a nice and readable UV map. Then I subdivided it, because I want to keep it detailed.

When I unwrap the mesh, I get a UV map with my mesh, but doubled. It could be harmless, but it gives me a lot of problems while trying to texture paint, since it looks like I need to paint on two layers of the same mesh (if that makes sense), if i don't, it will leave marks.

Here when I try to paint directly on my mesh. It's leaving the marks.

Here when I paint on the UV map. One eye layer is painted.

And here, when both eye layers are painted.

I've tried to Remove Doubles (Merge by Distance) and then unwrap again, it's still doubled but messier.

I'm new to 3D design so I will appreciate any help. Thanks!

You have double geometry overlapping. Deselect everything in edit mode and then select one copy of it by hitting L while hovering the mouse over it. Hit X to delete it. Redo UV unwrapping after that.
The mesh also looks way too dense for that amount of detail...

Hey, thank you for your help! Your technique didn't work forme but I've looked up how to remove double geometry overlapping and it gave me an idea. In Edit Mode I clicked Select > Select All by Trait > Interior Faces. It showed me that second layer I couldn't see before and I deleted it. Unwrapping went well this time, so I think the problem is solved. Thank you again.

What do you mean "Your technique didn't work for me"? What can be not working in hitting A 2 times and then L while hovering over some edge or vert or face and then X? Of course there are plenty of good ways to remove double geometry, but Selecting Linked with L is a useful function, you should learn to use it in any case.


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Inconsistent/ Random behavior in Blender
I am generating some shape using python in Blender. Most of the times, when I run the code I get what I expect. But sometimes I see the broken mesh as I have shown in the figure.
As far as code's functionality is concerned, I am not using any random function/ number. Code is expected to give out deterministic result every time I run it.
Any suggestions on what might be causing this inconsistent behavior?

Possibly something in your code that triggers undefined behavior? https://docs.blender.org/api/current/info_gotcha.html#help-my-script-crashes-blender

Are you using any bpy.ops commands? Some are context sensitive, require certain windows or react to e.g. the mouse position.#

@RobertGützkow -- yes I think bpy.ops is the cause.

@Leander I am using bpy.ops. I think that might be the cause for the inconsistency. I have found this post  and I will correct this and get back.


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How to export shape keys as fbx when they are controlled by drivers?
Good afternoon,
I have an animation set up in Blender where I have bones controlling the shape keys of my object. The shape keys have drivers, so when my bones move, the shape keys activate. However, when I export this as an fbx file into Unity, none of my shape keys are observable. How can I export this as an fbx?

Hoi Luis, This is exactly what i want to achieve. Have you found a solution?


text:
Deleting seams in the UV Editor
So I've been following Blender Guru's 2.8 tutorial and I was working on the UV unwrapping. I accidentally placed a seem where I didn't want one and if I press
'clear seam' nothing happens. Any ideas?

Provide some simplified blend file with your issue, please. It can be a milion reasons :) Highlighted edge can be accidentally set as "Crease" (Shift+E) to 1 .... ?

Yes it might something else than seam, also you need to select the edge before the clear seam


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Transmission not working as expected in cycles Blender Guru donut tutorial
I am brand new to Blender an was following Blender Guru's 2.8 Donut tutorial. He said that one way to get a material to look like glass is to turn transmission up to 1.00. This worked for the most part, but the glass on the main frame of the cup has this weird texture to it in some places. When I move the camera around, the place where the glass is clear shifts so that it is always on the other end of the glass, which leads me to believe that because the light is going through two pieces of glass, it gets distorted. Any way I can fix this?


text:
How to disable mist/fog in the viewport?
When i zoom out even a bit, there's this mist that prevents me from seeing the object. Is there a way to disable it?


text:
Noise in rendered image even with 1000 samples

Rendered with 1000 samples in cycles. What can i try to get rid of it without losing the quality of the image?

Apart from the builtin denoiser mentioned in Aubrey's answer, there are also other free denoiser like OIDN

TBH 1000 samples is not that much. Read: How to avoid noisy renders in Cycles?, Managing/Reducing noise in a night scene and Which denoiser is better? ...and there is even more here...

Yes, thanks for linking the treads. My bad, couldn't have found enough information thru google.

You're welcome! Great posts and worth reading. Also, I'd recommend use the render border to figure out how many samples really needed in the first place: https://blender.stackexchange.com/a/88177/31447 Cheers!

Use Intel's Denoiser - assuming you are rendering with Cycles engine.

In the Layer Properties tick 'Denoising Data'
Switch to the Compositor Editor or Compositing Workspace from the top Menu or Shift+F3
Make sure you tick 'Use Nodes' to activate Nodes in the Compositor
Shift+A to add a Node, Search > Denoise; connect as in the screenshot below
Render

Related: How to properly connect the Denoise node in Compositor?


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Interface. Join areas is not working properly
I made a mess with areas trying to merge them into 2. Is there a way to remove areas without aiming at the corner and then dragging them with LMB?

Just right click on the border and select Join Areas.
Then you can choose which way to merge them.


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Resolution of video dropping when uploading video to youtube. Help please!
I have been working on a short film in eevee and I am finally ready to upload it to youtube however when I try to upload it the resolution drops dramatically. I rendered the animation in blender with the output settings in the picture below that I believe match what youtube recommends. Any suggestions on how I can improve or fix this issue? I have already had the video on youtube for a few days and the quality has not improved.

https://blender.stackexchange.com/questions/24724/how-can-i-upload-blender-videos-to-youtube

Youtube does not usually upload the full-res version of your video when you upload it. Instead, it uploads a lower quality version first, then begins processing the higher resolution version. This can take a while so be patient. Inside the youtube studio, you can see if your uploaded video has had its HD version processed. You can also try changing the playback resolution inside the video player settings.


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Render camera is different from the viewport camera
I've been trying to make my render camera match the viewport global camera, but I can't find the proper settings. It seems that the viewport camera is different from the standard render camera though they have the same Focal Length (50mm). Moreover, there's no viewport camera's size option.
Viewport camera:

Render camera:

Viewport camera shows more extreme angle and does not distort the image.
Render camera looks more like orthographic.
How can I configure my render camera to match the viewport camera (to get the same render result)?
Thank you for reading my post!

Check that the clip start and end on the camera is the same as the one for the viewport

Thank you for your comment! I wish it was this option that could solve the issue! The viewport camera has only Focal Length parameter, while a standard camera has Size option. I think it is what is different. As you tweak this parameter things get better, but still different from the viewport camera.

It is hard to help if we know nothing about your project, but you can help others help you if you edit your post and add more images of your settings. There is only so much others can do without your assistance

Well, it's just all by default) Default render camera's parameters are: Focal Length: 50mm, Size: 36. Sensor Fit: Auto.

If you really want an answer (as it seems you do) you need to share more information or the blend file. Instead of writing comments [edit] the original question and show pictures of the camera settings.

Your camera settings might be off, make sure to in the sidebar under view that you are using the same camera in the view properties and the scene properties. Images to help you find where they are.

Make sure that the local camera (One you want to use for preview in viewport) has the same name as the one in the scene properties.

Thank you for your advice! Unfortunately, it does not solve the issue. I would like my standard render camera to be the same like the viewport camera, but not vise versa. It seems like there's something about Focal Length and Size settings. Tweaking them helps a bit, but the geometry gets distorted in a close distance for the render camera though it doesn't for the viewport camera. I just use the standard settings.

It's possible you have set the perspective modes to be different in the camera settings. Does that fix it?

No, it's all set by default. I think I should look to something about viewport camera settings and compare them to the standard render camera.

I had a similar but different issue and I'm pretty sure it was because I had scaled the camera.  Even after comparing ALL settings between a 'good' project my 'problem' project, I could find NO diffs - I deleted and recreated the camera and my issue was resolved.  I suspect I could not see the source of the problem because I had applied all transformations to my camera.  Not sure if this is helpful but I think it cause some pain for me.  My new camera works much better, so perhaps you could give that a try.

I know this is a very old post, but I came across this because I was also having the same issue and nothing here was helping either - it turns out I was just being stupid and had forgot I had used this scene to create an animation and I'd set the camera and/or object to be animated on the first frame.
Once I'd gone and created a new key frame for frame 1 and removed the rest, everything was fine again.
Hope this might help someone else realize they were doing the same thing :)

I was doing something very similar. I'd forgotten to save the keyframe after changing the camera's position. Thanks for leading me to the solution! Here's +1!


text:
Camera stacking
Sometimes I have to zoom hard to get in and out of an area. Is there a way to prevent viewport camera from stacking in objects while zooming? Or is there a way to move the camera like in UE4?

What's the quickest, easiest way to point the camera somewhere in blender?

Is there a better way to move around and view a big scene?

Is it possible to nagivate Blender viewport like with WASD in a video game?


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How to use "Context Override" on the "Disable and Keep Transform" operator?
I am trying to make a simple panel with buttons for snapping bones between IK and FK configurations, and I need to change attributes of bone constraints with python scripting.
I can quite easily change something like the Influence of a constraint this way, however I am a little lost when it comes to executing/applying/pressing the Disable and Keep Transform button through script.
I found the operator: bpy.ops.constraint.disable_keep_transform()
and I know you should be able to use "Context Override" on the operator to feed it the appropriate context
(found here: https://docs.blender.org/api/current/bpy.ops.html#overriding-context)
I have tried to copy "similiar" solutions from other people like in this question: How do I reset a specific bone's "Stretch To" Rest Length, via code?
but I havn't been able to find much information about how these operators and the "Context Override" works.
I feel like I am close.. but someone who knows how these operators work would be a big help.
So the simple question:
What context does the disable_keep_transform() operator need?

related: poll() failed, context incorrect?

See first part of this answer which is pretty much disable constraint (set influence to zero) and keep transform.  Otherwise imagine that the operator override needs a "constraint" member which is present in PROPERTIES space but not elsewhere. Similarly https://blender.stackexchange.com/questions/19602/child-of-constraint-set-inverse-with-python

So if I change the "area" attribute of the override context to one with a "PROPERTIES" type then it seems to work, however I'm currently just doing a for-loop to find the appropriate area, like this:
for area in bpy.context.screen.areas : if area.type == "PROPERTIES" : override["area"] = area
.. Is there a better way of getting the correct area type for the override?


text:
Help with Grease Pencil - Why do my strokes flicker?
I was hoping somebody may be able to give me some advice on the Grease Pencil issue I'm having. I'm fairly new to 2D on Blender (some experience with 3D) so I'm not sure if this is something I'm doing or not. I've been playing with GP and made a few little tests although I keep having the same issue where some strokes will flicker as the camera moves. Below is an example where the back wall strokes and windows "flash" as the camera pans out;
https://youtu.be/mBKJF-pQGAo
I would say it looks like vertex fighting but in the example above my strokes are in one layer and fills in the layer below so I don't think this should be a problem?
I have tried animations on stable and unstable versions and all have this artifacting at certain stages.
Any help will be great.
Thanks
Matt


text:
Lighting error with seams/UV Islands?
I have been making a model for the Source Engine, I baked a normal map and gave it a simple test diffuse texture (Solid colors, very basic with no shading). In blender everything seems right

However, in game the seams look very obvious, an the UV islands appear to have different lighting. Some are darker, and some are brighter.
[

Many solutions have been tried, I looked trough the Source Developer Community, and found that the normals need the Y channel to be inverted, and while it didn't solve the problem, the normals now look fine. Normals also need to be using tangent space, and the normal was baked that way.
My guess is that it could be the UV island orientation, I found some sites claiming that it was important for all the islands to be facing the same way, but I havent tried that. Unwraping the model again would be hard, since the low poly mesh has been modified since the bake, so they wont be aligned perfeclty.
Is there anything else I need to do? Thanks in advance

Any chance you could post the Blend file?

https://we.tl/t-x31zOp0Xwd Here's the blend file plus the 2 textures (blend file had more stuff, but I removed the unnecesary stuff to lower the file size)

Unity and Unreal are also handling the normal maps differently and in Blender you also have to switch the colorspace to non-color data in the shader editor to work well. Probably you have to adjust something on the image in the game engine.

I'll say it this way: the problem for me was in the colorspace.
Thanks FFeller!

Colorspace OK, but what exactly? Give details, please.

color → noncolor


text:
How to export a simple waves animation as FBX file?
I want to export a little animated wave model I made in Blender, so I can upload it on my website as an animated interactive model. I am a beginner.

I added a 50x50 plane and then, used the subdivision surface modifier to divide it into the max number of squares as possible. Then I added two wave modifiers on the plane so they interfere. Then I just added the colours from the "shading" section. So the parts where the waves interfere is shown as red. That is everything I did.
I read this tutorial to export my model as an FBX

Select the object or objects you want to export.
Choose File > Export > FBX (.fbx).
From the Export window, expand the Export FBX panel on the left
side.
On the Main tab, check the box for Selected Objects.
On the Main tab, press the Mesh button.
Click the Geometries tab.
Check the box for Tangent Space.
Press the Export FBX button.

But when I view my 3D model with the build-in 3D model viewer in windows, all I see is this:

The animation (i.e if I play nothing happens) and the shading don't appear in the settings. All I see is a single frame and no colours, I can move the 3D model though. What should I do?
How do I export this as a proper animated 3D model FBX file?

You need cache to play vertex animation. FBX alone doesn't have it. Consider baking .pc2 cache, but this depends on whether your viewing app supports it.

@SergeL How to do you cache? I am like the beginner of beginners, is there any tutorial you can link?

You have to export the cache as mdd then reimport it, which will create shapekeys what you can export in fbx. https://blender.stackexchange.com/questions/42910/how-to-bake-object-with-cloth-simulation-and-subsurf-not-applied-having-troub


text:
Edit Beard And Eyebrows Along Face

I'm trying to rig the face of my character. I have eyebrows, beard and face and they are different objects and beard and eyebrows has hair particle system. And now i want to make shape keys of face but I can only edit face at a time.
Merging beard and eyebrows make particle system disappear, so is there any way of rigging these all at once **so that if I move lips the beard moves along with lips and they also remain individual different objects.
**

In blender 2.80 you can edit several objects at a time.  When using shape keys, you will have to add a shape key to both objects, enter edit mode with both objects selected, and edit the shape key.  you can then assign the driver of your bone to both shape keys.
I hope this helps, please comment if you didn't understand something.

There are a few different ways of doing that, but first that comes to my mind is to give particle emitter mesh Shrink Wrap modifier with the head target. It will follow the face movement however you choose to influence it.

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


text:
My Blender is crashing after I installed an addon twice by accident. How can I fix it?
System: Ubuntu 15.10 (so I can use GPU in Cycles since my GPU isn't supported for anything newer)
Installation:  Installed with my Steam account since it makes keeping updated versions of Blender easier.
Hi, I installed an add on and it didn't work the first time.  I installed by going to properties and addons and then install by file, next I selected the zip file and it didn't show my addon was installed and nothing changed after I clicked on save.
So I restarted Blender, and it still didn't show so then I clicked install by file and selected the .py files in the folder after I extracted them.
Then Blender complained that multiple addons installed with the same name.  Rather than trying to figure out which one installed to what location I just deleted the entire /scripts folder. Now when I start Blender it crashes immediately.
I tried to re-verify the files within Steam.  That didn't work, then I tried downloading a Blender from it's website.  It will launch from its' own installation.
I replaced the entirety of the Steam Blender folder with the new one I downloaded. It will not launch from within Steam, but if I launch it from the file browser it launches.
I clicked on reload default startup file. That should tell Blender to not install any mods that aren't default ones (pretty sure that's what I needed).  I clicked save startup and then removed Blender from Steam and then re-downloaded.
After re-installation within Steam I checked the addons folder.  It contains all the addons I previously had selected.  After trying to launch it, it still will not launch from within Steam.  I'm out of ideas.
Does anybody else have any?

When you launch Blender is there an error message or it just doens't launch? Which version of blender do you use? Did you try to install blender by downloading file from the blender foundation?

When you say that you deleted the /scripts folder, what do you mean exactly? You should never delete the folder that is under the blender installation path, as that will mean Blender cannot start up (some scripts are essential).
When you add an add-on from File -> User Preferences, it will be copied to your local blender user  directory. This is ~/.config/blender/[VERSION].
No matter where it is installed, Blender will be looking in ~/.config/blender/[VERSION] for add-ons, which might explain why they are still present even after you have purged the installation directory and reinstalled.
If you haven't already, try deleting ~/.config/blender/[VERSION] (if my memory serves, it would be sudo rm -r ~/.config/blender/[VERSION]). Then reinstall a fresh copy of Blender via your preferred mechanism (e.g. Steam).
[VERSION] should be 2.78 or whatever you are using.


text:
Layout view, can't see my model
I modeled the city scape. I pressed something and all I can see now is half of the model.

Does this answer your question? short view distance in 3d view? and Where can the viewport clipping parameters be changed?

That's the 3D view clip. I'm not sure why it is there, but you can resize your mesh/object and it will be fine. Or, you can press "N" to open up that right window and adjust the clip size to stop cutting through your object.
I hope this helps.

yes, thank you! that help a lot!


text:
How do i copy my user preferences settings and load them into an older version of blender?
Is there a way to copy blender config (user preferences settings) from blender 2.82 to 2.81 version? My blender keeps crashing randomly and i think switching to the stable version is my only option.


text:
The box with the settings is not showing up when i add a new object
When i add a box, plane, cylinder etc., the box on the bottom left (screenshot) is not showing up. What shoud i turn on to get that box when i create a new object?

It's called the Adjust Last Operation menu.
just enable it in View > Adjust Last Operation
Also if you press F9 it will pop up wherever your cursor is.


text:
Issue with faces after merged loops and move operation
I forgot to turn off auto merge and therefore few edges of the two loops (transparent faces on the screenshot) merged into one. I dissolved the loop and added a new one. The grid was restored. But after i initiate move operation the faces are still not moving properly. Tried deleting vertices, edges, faces, still not working. Tried merging vertices by distance. Not a flip normals issue. What can i possibly do to fix it?

Fixed by deleting transparent faces and extruding them one by one from the faces which are going by the selected loop. Extruding from the top (opposite of the selected loop) would give me same issue.

Hello and congrats on solving it :). Please post your comment as an answer. Then you can accept it (after 2 days) so others can find it more easily.

Fixed by deleting transparent faces and extruding them one by one from the faces which are going by the selected loop.


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Error when installing matcaps
Tried installing matcaps from older blender version. Here's the info log. What can be the problem here?

Looks like a permission issue. Only the administrator can make modifications to C:\\Program Files.

Yep, it was, thank you. Did it manually.

On Windows you need to be an Administrator (or run a program as administrator) in order to modify C:\Program Files. Your problem can be solved by logging in as a user who is an administrator and manually copy the files to the C:\Program Files\Blender Foundation\Blender 2.81\datafiles\studio\studiolights\matcap directory.

You could also run Blender as administrator and repeat the procedure, however that's generally not recommended for security reasons.


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why is add skin data used in skin modifier? I found it always inactive
we find an inactive button in skin modifier named add skin data what is it used for?

It's used in a very specific cases when you change mesh data on object with Skin modifier (from dropdown if you select other mesh data in Data tab). Then you click this button so Skin modifier updates. Was added after this issue (link).


text:
Why would an object be deformed by subsurf and differ from the 3D view when rendered?
I am trying to render a scene that contains a bullet and an empty cartridge in Blender. However, when I render it using Cycles render it warps horribly.
Scene screenshot:

Rendered preview in the 3d View:

Rendered result:

What do you mean by "warping"? What isn't as expected exactly? Check the modifier stack for the object, probably there're some modifiers which have different values for preview and final render. Some jargon is inevitable when dealing with fields like 3D, the only way to explain is to use correct words

The 'jargon' you ask us not to use is nothing more but the correct language to talk about the subject. Without it we will not be able to communicate. You must learn the correct terminology in order to talk about it. There is no other way.

In the subsurf modifier settings, there are two strenght setting: One for viewport and one for render. Make sure they are the same and that the modifier is enabled to be displayed in both render and viewport (by clicking the camera/monitor icons at the to of the modifier)

If you have a closer look at the modifier tab in the Properties Editor (you can find explanations of the terms I use in the documetnation) you will see that modifiers have these camera and eye icons. They define if the modifier is visible in the viewport(that includes rendered preview mode) and in the final render. This makes it possible to view less complicated scene in the viewport and therefore be able to interact with it without lag and then have a lot more detail in the rendered result that might not be interactive and smooth if viewed in the viewport while working. You have one modifier that is only visible in rendered result. If you do not want to have it, you should remove it completely by pressing the x icon in the right-most end of the icon row.

It's called a modifier in this case a Subsurf or Subdivision Surface modifier. Properties in Blender are all the parameters that you can input like for example the amount of subdivisions or even that visibility button toggles the viewport visibility property of the modifier. I know the language might seem insignificant, but it really gets confusing very quickly if you are using the incorrect words in this context so it's a really good idea to make an effort to notice the exact language while you are learning.


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importing (appending) materials from File
I am using Blender 2.8 and cycles render I wanted to download a few materials from websites like http://matrep.parastudios.de/ when I download the files I follow what others have said to do. select file-append and then select the blender file and select the materials in the material folder in that blender file. when I do this I select the blender files but then there is nothing there is no other folders..what I am doing wrong, is there a plugin for 2.8 that helps with stuff like this there is the material library addon you can load by default.

The downloaded files from that old site do not appear to be blend files, which is why appending does not work.
While there have been a few different material library addons, there are two options that are currently working (and included) with 2.80. The first addon is listed as Material Library and was previously called "matlib vx", the other is a new addon called BlenderKit which provides a much wider library of resources that includes models, scenes and brushes.


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Setting animation for Bend4Web with curve extruding

Hello, I am trying to export the animation I done with mesh extruding along curve  in Blend4Web, actually I have set all the object element to export shape keys as I thought this was the problem but it wont work.
Can someone explain what I am doing wrong here please?
Thank you very much for your time

i am very sorry i cant figure out how to add other images in the forum to whow you the scene set up ans the node tree i have made; i started blender one week  ago almost and i am not very familiar with htmal or programing thank you for helping me

I don't think you can export curve animations, and these are not shapekeys. Anyway, you'd better ask this at their forum.


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Error on displaying an image in UI script
I want to make an image display in UI panel so I find this how to display an image in blender UI with python?
but when I run script of this which provided in how to display an image in blender UI with python?
import os
import bpy
import bpy.utils.previews

directory   = os.path.join(bpy.utils.user_resource('SCRIPTS'), "presets", "scatter_presets_custom\\")
list_raw = []

from os import listdir
from os.path import isfile, join
onlyfiles = [f for f in listdir(directory) if isfile(join(directory, f))]

for f in onlyfiles:
    if f[-4:] == ".jpg":
        list_raw.append(f)

class Panel(bpy.types.Panel):
    """Creates a Panel in the 3D view Tools panel"""
    bl_idname = "TEST_PT_Panel"
    bl_label = "Scatter Icon test"
    bl_category = "Scatter BETA"
    bl_space_type = "VIEW_3D"
    bl_region_type = "UI"
    bl_context = "objectmode"

    def draw(self, context):
        global custom_icons

        for z in list_raw:
            self.layout.template_icon(icon_value=custom_icons[z[:-4]].icon_id,scale=10)

# global variable to store icons in
custom_icons = None

def register():
    global custom_icons
    custom_icons = bpy.utils.previews.new()

    for z in list_raw:
        custom_icons.load(z[:-4], os.path.join(directory, z), 'IMAGE')

    bpy.utils.register_class(Panel)

def unregister():
    global custom_icons
    bpy.utils.previews.remove(custom_icons)

    bpy.utils.unregister_class(Panel)

if __name__ == "__main__":
    register()

Blender showed this error Python script failed, check the message in the system console  see the photo below

So I go and check toggle system console and it showed this. I don't know what is the problem.

I have a question on how to display an image in blender UI with python?  Where can I paste the file location of my image? Can anyone tell me in where can I paste my file location of that photos or the script can find the path itself?
2nd question: Can I connect this script to the path which I searched in add-on preference

@8NFILMS - Should we wait for your answer?

Who is @8NFILMS?

Do you know what can I do to fix this? If you know, please help me on the script.

To assist with debugging generic python errors. Recommend searching for  "python FIleNotFoundError"

That's mean what code do I need to type? Where to search?

https://blender.stackexchange.com/a/127990/15543

It shown this(a screenshot link): https://i2.paste.pics/C3YGG.png   Then, what can I do?


text:
How to Override Poll for Clear_Parent in Background mode
I keep running into a poll context error for when trying to parent_clear-
  File "c:\Users\Willard\Desktop\blender\2.82\scripts\modules\bpy\ops.py", line 199, in __call__
    ret = op_call(self.idname_py(), C_dict, kw, C_exec, C_undo)
RuntimeError: Operator bpy.ops.object.parent_clear.poll() failed, context is incorrect

My script works fine and avoids poll errors when running blender with the interface.
for area in bpy.context.screen.areas:
    if area.type == 'VIEW_3D':
        for region in area.regions:
            if region.type == 'WINDOW':
                override = {'area': area, 'region': region, 'edit_object': bpy.context.edit_object}

for s in bpy.context.scene.objects:
    if s.type == 'MESH' and s.parent_type == 'OBJECT':
         s.select_set(True)
         bpy.ops.object.parent_clear(override, type='CLEAR_KEEP_TRANSFORM')
         bpy.ops.object.select_all(action='DESELECT')
    else:
        pass

for o in bpy.context.scene.objects:
    if o.type == 'MESH':
         o.select_set(False)

    else:
        o.select_set(True)

bpy.ops.object.delete()

While running the script in background mode I receive the failed context error. I'm not sure how to override that context that I believe is failing because the script is running off the screen

Don't use the operator.
It is pretty simple to clear parent (set to None) and keep transform with simple API calls.
Python console code., clear parent on context object.
>>> mw = C.object.matrix_world.copy()
>>> C.object.parent = None
>>> C.object.matrix_world = mw
>>>

Similarly, via API calls,  to remove non meshes from scene
>>> non_meshes = [o for o in C.scene.objects if o.type != 'MESH']
>>> non_meshes
[bpy.data.objects['Empty'], bpy.data.objects['Camera'], bpy.data.objects['Sun']]

>>> while non_meshes:
...     D.objects.remove(non_meshes.pop())
...
>>> non_meshes = [o for o in C.scene.objects if o.type != 'MESH']
>>> non_meshes
[]


text:
Cycle Combined bake only adds lighting on side of mesh
so when I try baking something using combined, it only works on the side of the mesh. What i mean is that my only light source is above my mesh, like so :

Yet the final result has zero reflection on the top parts, as you can see here
Surface of object that the sun is lighting up:

And it's pretty easy to see the ring has zero reflection on it (Is mostly comprised of highly reflective metallic pieces)
What do I do? Mind I'm fairly new to baking on blender, so if possible please  be as concise as possible.

Found the reason, it was that since it was an empty scene it could only bake unto itself. The surface at the top was facing nothing, whilst the surface on the sides could reflect off of eachother.
That means if you want to have a light source also show up in a picture, that light source needs to be inside of some sort of object, such as a sphere or whatnot.


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Why do eye poses not record in the animation?
My animation works well except that the eye positions (rotations) do not record. I have rigged the eyes with IK and with Damped Track (separately of course) both methods work to animate beautifully but neither record in the timeline.
I have animated (in pose mode) in the timeline with the auto keyframe (circle icon in the player controls) and I have used the keyboard (I) command. Both seem to work. But when I scrub back to the frame where the pose was set, it has disappeared.
I have also tried setting the poses with all the eye rig bones selected, not just the control bone. Still no joy. I've run out of ideas.
Any helpful suggestions welcome.

hello, have you checked if the tracks are unlocked in the Dope Sheet? maybe share your file?

Thank you for all your comments. Before posting the question I closed down the file deciding to 'sleep on it'. On opening it up this morning I find that the eye animations had saved and are now working as desired. Unfortunately that means that whatever was happening yesterday has not been identified and will probably return to bite my backside in the near future.
Thanks for help.


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What is the Blend file (1) that is generated automatically?
After I have been working on a project I notice that there is another file in the folder i.e. a blend1 file. This is the same size as the original blend file and doubles the amount of storage used.
Is it just a duplicate of the original file or does it contain different but essential information?

Does this answer your question? Blender is saving as a blend1 file, not blend

That answers it, thank you. I did search before posting but didn't find this answer.


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My image texture displays correctly in material preview but not in 3D viewport
I have applied such image textures before without any problem but with the eyes of this character I simply cannot get the image texture to appear in the 3D viewport in either Eevee or Cycles. I feel sure I have done something daft or not done something simple but I have gone over everything several times and searched online yet cannot find what I am doing wrong.
I have attached an image showing my setup.
All help appreciated.

How to take a ScreenShot

My guess is that you are using the wrong UV map in the material. You seem to have plenty of different UV maps going on in the last screen shot and right now "WhiteFur" is selected. Maybe it would help to put a specific UV node in the material and chose "Eyeball" as UV map or just make sure "Eyeball" is active when you assign the material?

Thank you for your response. Where are you seeing 'WhiteFur' selected? The material selection in the top screen shot is 'EyeBall', the material selection in the middle screen shot is 'EyeBall' and the UV Map selected in the bottom screen shot is 'Eyeball'.

You can always try changing the parameters of the Mapping node in the second case, using the Generated socket. That could also give you some insight into the underlying problem. (But I see now this is a very old request, and I hope you have since moved on :).

I am closing this request for any further comments since no more suggestions have been forthcoming and nothing I tried made any difference to the lack of display in the viewport. I reluctantly deleted the eyes and made new ones applying the same image texture, in the same way and they work perfectly well.
I guess I will never know what the problem was.
Thanks for looking.


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Accessing Pose_Assets
I am using Blender v3.5.1 and need to run a function that sets the frame number and apply a pose_asset(by name) to it then keyframe it.
My problem is in accessing the pose_asset by name with a python script.
When done manually, with a mouse, the info wondow shows that the pose_asset is selected by index. The problem with index is that I have many poses for many objects in the Assets folder and consequently many index numbers. That is why access via name would be a better solution.
Has anyone successfully used python to apply a pose_asset by name?


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Armature Symmetrizing Problems
One of my bones is simple not symmetrizing with the rest of its compatriots. I have  tried symmetrizing it by itself to no avail. It simply refuses to cooperate.
Anyone had this problem &/^ found a fix/work around?

I feel a little silly answering my own question so quickly, but this was easy to miss so it is best to make sure it is documented.
The shin didn't symmetrize because the name was ever so slightly off. I had "shin.L**.**" instead of "shin.L". That extra dot on the end was enough to confuse Blender into not working properly.
Keep a sharp eye on your bone's names.


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Blender Video & Audio out of horribly sync and missing my cuts
My audio acts as though it was never cut. I found a place in the output file where it most certainly ran over my cut like there was nothing to indicate that it should have cut off. it's annoying since despite the erroneous output my audio's cut point is still in sync with the time code (roughly half way), it just keeps running as though I did nothing.
I have no idea what is going on with the video; It is out of sync and missing my cuts. It seems like the video is mostly the part before the halfway mark and then towards the end it decides to play catch-up and shows the last bit.
It is a little galling as I have done editing on previous videos and had no problems, but this video seems eager to stand out in a bad way.
It is unfortunately a very long video (03h, 42m, 34s - took 22 hours to render both times so far) so getting multiple tests out of the way is out of the question and makes this all the more frustrating.
On the off chance that it helps, here is the encoding info; which I have used for successful rendering of 3 previous videos of similar length. It may also be helpful to note that I used the same .blend file for all of these videos as well; deleting the old and loading new files to be edited.
Blender v2.79

Output - FFmpeg
Container - MPEG-4

Video codec - H.264 (30fps)

Output quality - Low
Encoding Speed - Fast

Audio codec - AAC (Bitrate - 192)

I'm going to test with smaller snippets of the video to see if there are any problems on a more micro level.

I have potentially found my problem. I found a small error in the file I'm editing where the video freezes for about 13s while the sound keeps going. it is well hidden about 45m in no wonder I missed it. Gonna see about editing that section out and see if I can't get the video and audio past that point synced properly. I'll also check to see if there are any other errors of this or any other kind. I can't imagine that one error threw the codec off that bad though I could be wrong.

There were small errors, 4 in total, in the video. Places where the video and audio would freeze for ~10-15 seconds which threw off Blender's A/V syncing.
While editing the errors out in Blender I discovered that allowing it to slowly advance while rewinding and listening helped in isolating the bad spots. The audio/video would always resume playing from the same place, despite the advancing rewind point, until I reached the end of the corruption then play would advance normally.
I hope my explanation was clear. Be sure to check your videos for corrupt sections before editing. Good luck!


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Blender, Problems with normal map
I have a plane (w/ texture and normal map) & a sphere (acting as a light source):
Here it is w/o the normal map:

Here it is w/ normal map:

Normal map was created with Materialize by Bounding Box Software.
Why on earth does the one with the Normal Map look as though either the light is directional or that the plane is tilted? Is this a problem with the principled shader? It is not, in fact, the principled shader; I just tested that while typing this.
So yeah, what is going on here and how do I fix it?

I seem to have fixed the problem. It was a simple need for a Normal Map Node:

I kind of feel silly now, but you live and learn.

I had the same issue, but just adding the normal map node didn't help. Changing Color Space from sRGB to XYZ in normal map node fixed the problem for me.


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Getting a cylinder mesh to curve
I ma trying to get a cylinder mesh to follow a curve but it does not look to be following the path. Also when I move the mesh on the z axis it moves along the path the loops back on it's self. Any help on this would be great.

hello, please share your file: https://pasteall.org/blend/

I shared the file. Let me know if it uploaded ok.

you need to share the link  ;)

https://pasteall.org/media/c/d/cd256347c3e041d85c50bad55c6db506.blend

Put the object and curve origin at the exact same position :

Select the curve and press ShiftS > Cursor to Selected
Select the object and press ShiftS > Selection to Cursor

Move the object along the Y axis if you want it to follow the curve.

Thanks for your help.


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I am unable to move object in object mode, reinstalled/restarted blender but only the pivot point is moving not object. i don't know why?
Blender error: when i installed blender first time, i used transform tools (move/scale/rotate) but the problem is only the pivot point is moving in object mode i can't move overall object in it. In Edit mode i can move all(vertex/edge/face). i don't know How to solve this problem.

You probably have Affect Only Origins enabled. Disable it by pressing Options in the top right corner of the 3D viewport > Origins

You can also disable it by pressing the Active Tool and Workspace Settings tab in the Properties bar, and press Origins.

No Origins is not selected in transform section. But now when i check origins on and move then origin and object both moves in opposite directions.

How about sharing your file so that someone can take a look at your settings?  https://blend-exchange.com

Yes of course, i shared my blender file. Thanks hope someone look at this.

you need to share the link  ;)

Click here https://blend-exchange.com and follow instructions


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how to go back to a previous grease pencil frame?
so when using grease pencil it gives the option to add a frame, however once a Frame has been added how do I go back to the previous frame? EG; on frame 1 I drew some vertical lines, then selected new frame and drew some horizontal lines but how do I get back to the vertical ones?
difficult to explain but I hope u understand the question and can give me an answer XO

Also navigate with keyboard arrows back and forth

more precisely the UP and DOWN arrows move you through keyframes

Just click on the timeline frame 1.This is the most simplest method. Hope it helps!


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Cloth simulation bouces around when falling - does not settle
Thanks in advance! Version 2.82.6
I am trying to drop a bedspread on top of a bed.  When I run the cloth sim, the bedspreads falls just a little then bounces/dances around and never reaches the mattress, or almost reaches the mattress and wiggles, never really 'grounding out'.  I tried the most basic example with the default cube (collision) and a plane (cloth) and it worked great, the cloth simply landed on the cube and steeled - I tried identical settings and it's still not working as desired.  I've also reviewed the collision object settings - What am I missing?
Bedspread having a dance

Cube looks nice

Your settling problem will be a matter of settings and some skullduggery to force it onto the bed. I managed to stop the dancing by 'applying' the physics modifier at the frame I wanted it to settle, saving that as a separate Blend file and importing that cloth into the original project.  At the exact frame it was applied the two are switched visually. (The eye and camera icons in the Outliner)  See here, the top video and explanation further below under "Info".
https://blender.stackexchange.com/questions/145112/animation-with-physics-cloth-collision/145251#145251

Scale up the size of the mattress and the bed sheets, run the simulation and then scale them down again.


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Blender 2.82.7 - Animation sequence from images - how to reverse/backwards?
I know that I have created a video of images in Blender 2.8 beta and have been able to reverse the sequence of images with a checkbox called 'Reverse' or 'Backwards', now that I am at Blender 2.82.7 I simply cannot seem to figure out where this is.  I've checked all the different editor types, call menus, drop down menus etc - Did this feature get lost from the latest kit or has it moved or am I just a noob missing the obvious?
Thanks in advance

Finally found it, maybe this post will help someone else.


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2.8 Eevee Composite Object over background lacking Transparency
Can anyone provide instructions on how to composite my object over an image background in 2.8, Eevee render?  The problem is that the object is does not have transparency around it.  I set a bounding box but that only shrunk the background.  I've looked for transparency settings in the the shader and in the renderer and in the compositor but am not finding anything.  I've tried both Alpha over and Mix.  See attached screenshot.  I want just that green cube floating in the air near the dude's head (just experimenting), minus the dark gray around the green cube.

Thanks folks, that is what I had tried first, and reverting back to that leaves me with the same problem still.  The difference I notice is that your objects have a Transparent background in the Render Layer and mine does not.  How do I set that for my object in Eevee?  That might seem like a simple question, I am fairly new to Blender.  Thanks!

@S.Magnusson Would you check the date of the question :-)

You have to tell Alpha Over what is transparent - black in the Jupiter .jpg image is set to be transparent in this example and ColorRamp helps adjust what is transparent and what is not. The Transform node is for the position and scale of it.


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Why do I have too many objects and how do I separate them? 2.8
New to blender 2.8, I've noticed that when I create an object and then another object that they both seem to be in the same Object in the Collection so when I click to select one of them, all of them are selected.  Why does this happen and what should I be doing differently to have them be separate objects in the collection?

possibly you have added the items in Edit Mode?

Thanks aliasguru!  I went into edit mode and I was able to delete them - but how would 'move' them to be their own objects?  Just learning Blender, thanks for the help!

did you try pressing P to separate by loose parts?

Add new objects in Object Mode instead


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2.8 Pivot Point trouble
Hi and thanks in advance.  I have a project in which I can't seem to zoom in enough (anymore) and the pivot point does not seem to work as desired.  I have tried setting both the 3d cursor and pivot point to the world origin but it does not clear the problem.  No matter which object I select and the try to set the pivot point to, I never see the pivot point anymore and the rotation and mouse movements are all wrong.  I would expect to select an object, set the pivot point to the active element and actually be able to see a little dot in the object in one of the Viewport modes.
I started a new project and added a cone beside the default cube and I was able to easily set the pivot point to the cube, and then to the cone and all mouse movement, rotation etc worked as I would expect it to.  So I believe I understand the what and how but somehow I must have messed up my larger project.
I did find a post that talked about moving in and out of camera view (numpad 0) could cause a similar type of problem and that using numpad '.' would clear it but that has not worked for me.
Any ideas?

Related: https://blender.stackexchange.com/questions/644/why-does-the-zoom-sometimes-stop-at-a-point/651

It sounds like the viewport is no longer locked to the 3D cursor to me.
Press "N" to pull up one of the side menus, and switch it over to the view tab. Click on "View Lock" and check if "Lock to 3D cursor" is selected

Hey stphnl329, that was it!  Awesome and thanks.  I guess at some point, while trying stuff out I locked to an Object.  I removed that and now my pivot point is where I expect it and things work as expected/desired.  However if I 'Lock to 3d Cursor' my scene completely disappears and when I uncheck 'Lock to 3d cursor' my scene comes back - and the 3d cursor is at my world origin and at the center of my main object so I would expect 'Lock to 3d cursor' to show my scene exactly how I see it when not 'locked to 3d cursor'

Try pressing the slash key "/". That should return the view to the 3D Cursor

hmm, definitely working as expected/desired now that I am not 'Locked to Object' and the '/' key did get my objects visible even when I 'Lock to 3d Cursor' which is at the center of my main object ...BUT ... if I press '1' (ortho front) my view is is not anywhere near my object  - When I check 'Lock to 3d Cursor' and press '1' I cannot see my object, I have to navigate to it.  But when 'Lock to 3d cursor is NOT checked '1' takes me right to the 3d cursor and my object.  That seems backwards to me.

Just press the "Home" key to recenter the camera on the object anytime :)


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Extruded face has stretched material
I have a terrain surface and i extruded it downwards along the z axis. This resulted in the material being stretched at the side. How do I have the sides and bottom to not have any color at all?
I realise I am using 'materials' and 'texture' interchangeably as I m unaware of the differences.

I have tried:

UV editing > Unwrap > Project from view (bounds)
Tweaking material properties, ensuring that it is on 'clip', 'linear', 'flat'

Been trying to solve this and other problems for many weeks now. Any help would be great thank you.

select the faces you need to have a different material,  create the material you want and assign it to the faces

see this post: Add different materials to different parts of a mesh

Regarding Material and Texture, maybe this can clear it up texture-vs-material-vs-shader

Thank you very much. I have progressed alot since!

Create a new material for the edges and sides of the object.
With the object selected, go into edit mode. Select all the face that you want to change the color of. Now in the material properties tab, you will see an "Assign" option. With the correct material selected, press assign.

Thank you very much. The instructions were very clear.


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Texture coordinate and displacement modifier
I am creating world using texture coordinate node and displacement modifier on plane. But it doesn't work until I apply the displacement modifier. Why does that happen? How to avoid that? Here are the nodes:
Before apply:

This does look like a bug. I'm having trouble reproducing it consistently. Intermittently, it happens when Midlevel is set to 0, and for me, always, when the texture space is changed to global, and then back again. The effect disappears if the file is reverted. If you can reproduce it on several builds, and helpfully track it down to a particular sequence of events, it's reportable.

I messed around a bit with vector math and found a quick fix:
By subtracting the object's location from the geometry's position output, you can get the same results, regardless of where the object is in the scene. You can then tweak the vector with a vector math node to perfect the result (scaling the object vertically might mess the math up a bit though).
I'm guessing blender hasn't yet implemented your approach with modifiers. In the first image, you can see the original material with the displace modifier applied. The second image is my suggested fix.

Happy blending!


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Apply a Follow Path Animation to a Collection of Objects (using Blender 2.8)
I understand how to make a single object follow a path animation, using Add Object Constraint, then Follow Path (and specifying a path). But I can't figure out how to make a Collection follow one. Is this supported? If it isn't, what would be the best approach to having a set of objects follow a path? I'm trying to make a truck (comprised of many separate objects) travel along a road specified by a bezier curve. I'm using Blender 2.8.

If your collection is essentially a group of objects that form an entity like a truck, then i would suggest to use an Empty and parent all the objects under the collection to it. With that empty you can then build the follow path animation.
Using the empty also allows to have the objects in the collection keep their location relative to each other, which can be helpful in case you want to animate parts of the truck along the path.
For this you would need to do the following:

Add an empty to your scene and position it to where you want the origin of your truck to be.
Select all objects of the collection by RMB on the collection and Select Objects.

Add the empty to the selection by holding Shift when you select it, making it the active object.
Press Ctrl+P to bring up the Set Parent To menu and choose the first option, Object.
You can then if the empty is not already in the same collection, drag it in there in the Outliner, which will result in all objects in that collection being put inside the empty. The empty, different then the collection though can be animated, as it has a location, rotation, scale and origin.

From here on you can proceed with your plans using the empty to affect the entire collection of objects representing your truck.
Instead of a constraint, you can also select both the empty and then the path to follow as active/last selected object.
Pressing Ctrl+P Set Parent To followed by the Follow Path option, which will be available if the active selection is a curve/path object.

Update: Instead of the mentioned Empty in the solution, a simple object can of course be used as well. It may be needed to hide or reduce the mesh to a minimum of 1 vertex, but the functionality the Empty was chosen for would be achieved as well. Based on the comment by grb2020, this seems to be a solution specifically of use for Apple developers due to restrictions with the export/conversion or lack of such for the Empty. Thus i'm gonna call it placeholder.
Happy Blending

Interesting - so I did end up trying an Empty - I very much appreciate your confirmation that I took the right approach, and your additional details around it. One qualification I found though - for my narrow purposes - when I then exported a .dae file that included the Empty, I couldn't convert it into a .scn file in Apple's Xcode. This is completely irrelevant for most people - but if you are an Apple developer, it's apparently a gotcha... So what I did instead is I used a mesh instead of an empty (a cube, arbitrarily), and then just hid its visibility within the meshes I do wish to display.

Nice workaround, i have sadly no clue about the Apple's Xcode, so i wouldn't know. That said, i wonder if the mesh object you use does need to have more then 1 vertex, maybe 1 face, as i can't test it. Just thought it may be possible to reduce the ghost(hidden) data you use from the mesh.


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How can I convert empty images so that they would show in the render?
I've made a noob mistake and set up a whole scene with empty image objects.
Is it possible to convert them so they would show in the render? I know I can delete everything and start importing everything from scratch as planes, but that would take too much time to start all over again.

Hello and welcome :). I don't think it's possible to convert them. However, you can add images as planes, and easily copy the location and rotation of the original empty image. I could post a full answer, if you're interested.

Yes! That would be great!  Thank you in advance!

DanielEngler has created an add-on to convert Image Empties into mesh objects.
After installing and activating the addon, simply select an Image Empty and click on the "Add Image Planes" button in the Empty to Image Plane tab of the sidebar in the 3D view.

Related discussion on BA

Sweet. Didn't know that. This should be the top answer :).

This is the best answer! and still works in blender 3.3.1 - thanks a lot

And in 4.2. BTW, if you're wondering why the image may seem a bit dim, you probably want to consider using an emission shader instead of a principled BSDF shader.


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How to find and remove duplicate image texture files
I have a kit with a lot of models and a couple of dozen textures. If I browse the blender file in the Outliner some images are listed as xxx.jpg and xxx.jpg.001 so I’m assuming they are duplicates and wish to get rid of them. If I open one of the .001 files in the image editor it indicates that it has no users, but I can find a material that is using that file in the shader editor. Is there any reliable way to determine if an image actually has no users. I’m hoping to avoid having to manually go through every texture and reassign the non .001 version of the image to the Image Texture node.

You can use the drop down in the outliner to view the blend file and then use the purge button to clear out any you aren't using.

If you want to keep something, you can fake a user by clicking the X, which will turn to a power button icon.

Thanks, that could be useful, but in this case none of the duplicate images are listed under orphan data. However there are no duplicate materials, so I'm wondering if it's possible that a material on two different objects can in fact be using different image textures, even if they are duplicates of the same image. I would have thought not.

I just tested this with a couple of textures and it seems to work well.  Note if a material is orphaned itself, any textures it uses are not orphans, they still belong to the material.  I guess you could always backup your blend file to be safe  then see what happens.

Found the answer on BA:
Switch the Outliner display mode to ‘Blender File’, expand ‘Images’, select all .00x images, right click, Remap Users, pick the non-.00x version in the dropdown, and click OK a bunch of times. Then switch the Outliner display mode to ‘Orphan Data’ and click ‘Purge’, or save/reload your file a few times.


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After sleep mode or hibernation blender crashes
When working on projects, I don't close the necessary programs and folders when i want have a rest so that after the rest I can get to work faster. I use hibernation when I go to sleep, and sleep mode when I leave for a short time. And blender is one of the necessary programs that I almost never closed, but recently i upgraded to Windows 11 and now blender closes automatically after the PC exits sleep or hibernation mode its like crashes with no signs of it was opened before. Blender 3.5.1 steam version. Perhaps someone faced such a problem, would be very grateful for help.

Does it produce a crash file in C:\Users[LOGIN]\AppData\Local\Temp[blend_filename].crash.txt ?   I use win11 and with sleep and hibernate modes and do not have this problem, even with active blender background jobs running (render or python scripts to back fluids).   You can submit the crash file via blender::Help::SubmitBug.

To be honest I wouldn't trust any hibernation to keep anything more than a cube.

I also wouldn't trust "upgraded" systems (as opposed to fresh installed ones), nor Windows to be able to correctly wake up graphics card after hibernation. This has most likely nothing to do with Blender itself, and is likely an operating system or driver issue with failing to wake up OpenGL context after system resume

james_t thanks for the help but unfortunately it's not producing any crash file, i repeat the bug many times and no file at all

We can't do much about it here.
You can use the menu Help > Report A Bug and file a bug report to the developers team. Maybe it's something wrong in Blender they can fix.
If you want to do that, you probably first should try to follow the crashes troubleshooting procedure by running Blender with one of the .bat files that should provide a more complete crash log.
I think the command line opened by these files stays open even after Blender crashes. But to be safe, you can :

 RMB a blank area in the folder
Open Terminal Here
Type the full name of the .bat file and ⏎ Enter

It will run that file in an independent terminal that won't close). This way, even if the crash log file isn't created for some reason, the terminal should display what would have been written in it, and you can manually copy it. Don't forget to mention that the crash log wasn't created in your bug report.
But it could also just be your system. Like a faulty hibernation procedure, or even just your hardware unable to do something the system asks it to. But that's out of topic on this website.


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How to re unwrap uv islands with same rotation and scale
I need some help, I'm working on a commercial project and need to resize elements by a few inches. After changing the size of the models, it is necessary to correct the UV as seamless textures are used and the rotation of the islands should remain as it is, but the blender have only unwrap that ruin texel density and rotation of islands. It is necessary to correct more than 200 models and each time manually rotate and changing texel density of the islands far too long. I know that in Maya there is an unfold operation, it re unwrap selected islands but leaves the texel and rotation the same, is there any addon for blender that would add such functionality, or maybe there are some other tips? Or just switch to maya for that specific task?

I've had the same problem as you and found a solution for it, hope it works for you:

Select the UV islands' bounds. I used an addon called "textools" for it.

Open UV > Pin in the menu OR press P to pin the vertices so it's kept on place.

Then unwrap it.

There might be some issues for some islands you can simply undo and hide the islands that had issues and re-unwrap again.

Thanks for answering, i try this addon with pinned islands but they anyway rotates in different angles, not all of them but too many for hand correcting. Total UV island count is about 120 an correcting half of them by hand - is hell. I aready finish this project using maya3d like an external uv editor and there was no issue at all when i re-unwrapping UV there. Maybe somedays maya like uv editor come to blender but now i will be using maya for that type of work.


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Modelling and texturing specific wood flooring
I was wondering how you'd go about modelling and texturing the wooden floor that can be seen in the painting below.

Of course the "module" is a square and the four wooden planks around it, but doing that and then applying an array to it would not give the same pattern (there would be twice the number of wooden planks around the squares).
Also when I tried to do it it looked really flat and "same-y", and wanted to know how to texture it so it looks more real and making the veins more "bumpy" and having the creases around the planks. WIP below so you can see what I mean.

Should I texture each plank one by one? How do I make it more varied/bumpy/veiny/dirty/creasy as in the original painting?
Thanks in advance.

The small bumps can be done using a normal map which essentially are images that tell Blender that the surface is not smooth, and to extrude the mesh in and out on the flat planes according to the normal map. There is a pretty good tutorial on how to generate normal maps from texture images here.
To apply the normal map to your object, head over to the shading workspace.
Add a new image texture node and open the normal map image. At the bottom of the image texture, make sure you select "Non-Color" under the Color Space drop-down menu.
Connect the color output into a Normal Map node, and that into the Normal input for the principled BDSF node.

If you want to go even further with realism, consider checking out this tutorial by Blender Guru. It's using an older version of Blender, but the same principles still apply. The only main difference would be in setting up the nodes for the reflection maps and all.

Thanks for replying. Would a displacement map be overkill in this scenario to actually show the irregularities in the planks? In the original image you can see the creases between the "squares" and the planks, and in some places actual holes in the wood.

I would probably manually edit the individual planks to add some of those unique features. As far as the creases between the planks/squares, add a bevel modifier with a very fine width to bring out the spaces.
Oh, and look around for various different wood textures. Find some that resemble the same species of wood so that it doesn't look too repetitive.

As far as displacement maps go, I don't really think they're necessary, but feel free to experiment with them as much as you'd like. See how much of a difference it makes both in quality and render time and decide for yourself. Trial and error really is one of the best ways to learn.