text:
Hair particles in Cycles Render jumping to mesh origin when mesh is animated
I have a character with particle system hair. When I animate him, hair particles randomly jump to the mesh object origin in certain frames.

The character's hair modifier used to be on his body mesh, which has a subdivision surface modifier. But in this version, I created a separate scalp mesh which has no subdivision surface modifier. I've regenerated the hair in particle edit mode, but the problem still persists. So I'm at a loss. I'm on Blender version 2.78c, using the Cycles render engine.
Here's a link to the blender file containing the scalp and particle system, the cache (which is still syncing at the time of posting), and some example render frames:
https://www.dropbox.com/sh/s9m0ydegue6j0sp/AACMZZg6syIXe-xlaA5akPTIa?dl=0
Thank's for any help you can provide.
-Jonathan


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Saving rendered image into a file doesn't work
I've seen many videos on saving your work as an image, and it is told that pressing F3 should do that.
However it does not work for me - when I press F3 nothing comes up when a menu for saving is supposed to come up.
If it has to do with what computer I have I use, I have windows 10.

Welcome to Blender.SE! Do you hover your mouse cursor over UV / Image Editor (where your rendered image should be shown) before pressing F3? Beware that many keyboard shortcuts are different for different editors hence you should make sure you use F3 shortcut where it acts as you expect it. If that's not the case please elaborate on your problem with more info / screenshots of what exactly not working.

You have to actually render your image first before you can save your render as a file. To do that press F12 while your cursor is over your 3D View window.
Wait for the render to finish and only after that with the mouse cursor hovering the rendered image can you press F3 to save it. Alternatively if the hotkey for some reason is not working you can save your render by going to the Image Menu > Save Image As, by default at the bottom of the UV Image  Window
Are you using a laptop computer by any chance? Some computers by default use the function keys F1  to F12 as direct shortcut keys for Microsoft Office or other Microsoft applications, and to use them as regular F keys you have to press the Fn button on your keyboard.

source: Stack Exchange

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Underwater point lights creating weird lighting artifacts
I have a scene set up, as shown in the image below. The water surface is a simple glass bsd shader set up to mimic water and the surface has an ocean modifier. Everyone of these six underwater lights contain a light-emitting material that is insignificant. The artifacts are produced by point lights that have a radius of 5 meters, 500W intensity and they cast shadows. TLDR; they're basic point lights beneath a glass shader.
All I want to do is simply light this pool properly, so if there's any tips in general how I can achieve better results that would be fine as well, otherwise I'm at a loss with this weird sphere around my lights.
Thank you in advance!

can u pls provide blend file? thx

.. on https://blend-exchange.com/

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


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Parallax shader in EEVEE Part 2
Reference post: - How to achieve this shader parallax effect on any shaped object?
So, I want to make something similar, but I want the plane to follow object rotations and positions. But without using a UV map or tangents because that will not work with curved surfaces, I want the plane to stay a plane and not distort.
Thank you :)


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Parallax shader in eevee
How can i achieve the same effect but with the plane oriented such a way it faces x axis.
How to achieve this shader parallax effect on any shaped object?
From the above post.

Hello and welcome. While files, images, and external videos or links may be helpful additions they should not be the only way to obtain information about your issue. Don't make understanding your question rely on downloading a file, watching a video or visiting an external site. Use the builtin tools to upload images or gifs, along with thoroughly explaining the problem in written form so it can be indexed and searched for thus helping future visitors with similar issues.

So is it okay if I use the link of another post on blender stack exchange, or is there any built-in way to mention another question?

Links to posts are ok, but you should illustrate your post in such way that one doesn't have to visit external links

Change the normal input to be X axis:

Change the output to be along Y and Z and recombine Y Z to be X Y:

Note: the circle surface should face Y axis, with no rotation.

And if i want to make it facing y axis? Trust me I am also trying to change values by myself but it is not working :(

What is "it" in "make it facing y axis"? The plane or the circle?

the plane i mean

so to be // to the disk surface?

yes i want it to be in a depth from the surface

Using incoming output from geometry.

Thanks i got it working :))


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bpy.ops.wm.open_mainfile function remove context
import os
import bpy
import json
import numpy as np
from mathutils import Matrix;
from math import *
from glob import glob
RESOLUTION = 512
SAMPLES = 64
BOUNCES = 1
ROOT_DIR = "/Users/cmh/Desktop/blender/nvdiffrecmc"

scene = bpy.context.scene
scene.world.use_nodes = True
scene.render.engine = 'CYCLES'
scene.render.film_transparent = True
scene.cycles.device = 'GPU'
scene.cycles.samples = SAMPLES
scene.cycles.max_bounces = BOUNCES
scene.cycles.diffuse_bounces = BOUNCES
scene.cycles.glossy_bounces = BOUNCES
scene.cycles.transmission_bounces = 0
scene.cycles.volume_bounces = 0
scene.cycles.transparent_max_bounces = 8
scene.cycles.use_denoising = True

scene.render.resolution_x = RESOLUTION
scene.render.resolution_y = RESOLUTION
scene.render.resolution_percentage = 100

# OpenEXR output, should not be tonemapped
scene.display_settings.display_device = 'None'
scene.view_settings.view_transform = 'Standard'
scene.view_settings.exposure = 0.0
scene.view_settings.gamma = 1.0
scene.render.image_settings.file_format = 'OPEN_EXR'

scene.view_layers['ViewLayer'].use_pass_combined=True
scene.view_layers['ViewLayer'].use_pass_diffuse_direct=True
scene.view_layers['ViewLayer'].use_pass_diffuse_color=True
scene.view_layers['ViewLayer'].use_pass_glossy_direct=True
scene.view_layers['ViewLayer'].use_pass_glossy_color=True

DATASET = "nerf" # "nerfactor"

def relight_scene(SCENE):
    MESH_PATH = os.path.join(ROOT_DIR, "blend_files")
    PROBE_PATH = os.path.join(ROOT_DIR, "data/irrmaps", DATASET)
    RESULTS_PATH = os.path.join(ROOT_DIR, "relight_gt", DATASET, SCENE)

    os.makedirs(RESULTS_PATH, exist_ok=True)

    bpy.ops.object.select_all(action="SELECT")
    bpy.ops.object.delete()

    ################### Import mesh ###################

    imported_object = bpy.ops.wm.open_mainfile(filepath=os.path.join(MESH_PATH, SCENE + ".blend"))

    ################### Load HDR probe ###################

    # Common setup
    with open(os.path.join(ROOT_DIR, f"data/nerf_synthetic/{SCENE}/transforms_val.json"), 'r') as f:
        val_cfg = json.load(f)

    camera_data   = bpy.data.cameras.new(name='Camera')
    camera_object = bpy.data.objects.new('Camera', camera_data)
    scene.collection.objects.link(camera_object)
    scene.camera  = camera_object
    camera_data.angle = val_cfg['camera_angle_x']

    # load all probes

    for file in glob(os.path.join(ROOT_DIR, PROBE_PATH, DATASET, "*.hdr")):
        envmap = scene.world.node_tree.nodes.new(type="ShaderNodeTexEnvironment")
        envmap.image = bpy.data.images.load(file)
        scene.world.node_tree.links.new(envmap.outputs[0], scene.world.node_tree.nodes['Background'].inputs['Color'])

        for i in range(8):
            mtx = np.array(val_cfg['frames'][i]['transform_matrix'], dtype=np.float32)
            scene.camera.matrix_world = Matrix(mtx)
            scene.render.filepath = os.path.join(RESULTS_PATH, os.path.basename(file)[:-4] + '_r_{0:03d}'.format(int(i)))
            bpy.ops.render.render(write_still=True)  # render still

relight_scene(SCENE="chair")

And it gives this error.
Error: Python: Traceback (most recent call last):
  File "/Users/cmh/Desktop/blender/nvdiffrecmc/relight_base.py", line 86, in <module>
    relight_scene(SCENE="chair")
  File "/Users/cmh/Desktop/blender/nvdiffrecmc/relight_base.py", line 69, in relight_scene
    scene.collection.objects.link(camera_object)
ReferenceError: StructRNA of type Scene has been removed

It seems that bpy.ops.wm.open_mainfile function removes scene predefined above and I can't find related information in the document. Any help please?

Replace all occurrences of scene with bpy.context.scene. Storing a pointer to a blender object is not advised because they can be invalidated semi-randomly (on load, on save, on undo, etc.). This will have no noticeable impact on performance unless you run your script on hundreds of thousands (if not more) of files which at this point you'll have other types of bottlenecks to handle. :)


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To Bake, or not to Bake
Is Baking necessary every time? Or are the times when you just don't really need to? For instance, animation render vs video game engine style export. If so, or not, would it be the same for all 14 baking options in bake mode?  Can you bake only from the Properties panel?

Is Baking necessary every time?

No.
To explain, there are some times, when it is just more of a hassle then it is worth.  For instance, when using the Blender Internal engine, which can be pretty fast, you can be using basic enough materials that by the time you finished baking, you could have finished rendering.
Regarding animation rendering and video games, that depends as well.  Non-moving lights and objects will benefit from baking, as they do not move, but the camera moves.  In videos games, the player is typically moving around the scene, which prevents lighting from being baked onto the model, as it needs to be dynamic.
About the 14 different baking modes, each one will obviously do something different, otherwise it would be one big button that says "Bake".  The other modes are important for each specific task.  For instance, baking colors, or textures, while they seem similar, using them incorrectly will most likely take a lot of time, and not produce the result you are looking for.
I am pretty sure that there are other locations you can bake from, I think at one point (stretching back here) I had a scene where I just wanted to bake a shadow for one object, so I did.  I believe you select the image you are baking, and select the object, and then you click bake, and it will bake for that one object.  I think I followed Blender Guru's tutorial here.

authors: Максим Королев

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What lighting and background will make a realistic gemstone?
The gemstone material is GlassBSDF (RGB (1, 1, 1) and Alpha 0). The Background is a Gradient Texture and Radial.
As can be seen from the rendering the gemstone picks up Gradient colors but it does has distinct facets.
I tried a HDRI but the gemstone picked up colors from the sky and ground.
I tried all the lamps and emitting planes but could not get distinct facets.
Since  the gemstone is symmetrical about the X and Y axes the rendering should also be symmetrical.
If the camera is more than 100 units from the gemstone only the background is rendered.
When an animation is made by rotating the gemstone there should be flashes of total reflections from facets but there are none.
I need help with lighting and background to achieve a realistic gemstone with distinct facets on a White background and total reflections from facets.
Any suggestions would be greatly appreciated.
Thanks
Of all the Blender renderings of gemstones that I have seen I have yet to see a realistic gemstone.
Gemstones have three general areas. The Crown, Girdle and Pavilion.
The Crown usually has a flat on top called the table. Some crowns come to a point called an Apex Crown.
The girdle can be faceted or a smooth surface. Round Diamonds have a smooth cylinder for the girdle. Ovals have a smooth ellipse girdle. Some rectangular cuts have rounded corners which are portions of smooth cylinders.
The pavilion may come to a point called the culet. Cuts that are longer than the width sometimes have a line for the culet or called the keel.
Gemstones can be composed of planes, cylinders, cones and spheres. They are not restricted to only planes.
The intersections of facets are sharp regardless of material. Do not round edges!
I have seen Blender rendered gems that the crown and pavilion touch each other with a sharp edge (No Girdle). When these gems are mounted there is a good chance that they would be chipped when forming the prongs. This is why gems have a girdle.
I have seen Blender renderings of Diamonds with diamond shaped crown mains. The crown mains of  Round Diamonds are kite shaped.
Faking dispersion and other enhancements looks faked. If you want good dispersion then Spectral Rendering is the answer.
The gem should be transparent not translucent like Rose Quartz.
I know what a gemstone should look like because I have been cutting and designing gemstones for over 65 years. I know how light travels through gemstones, I’ve done the math.
I use the gemstone rendering as a tool by reading each pixel and computing a brilliance value. The gem is rendered with different angles, different camera positions and the brilliance value calculated. The angles are changed using the Ratio of Tangents formula thereby not changing the Crown and Pavilion view.  From this data cutting angles can be determined for the brilliance desired.
So far my question has not been addressed.
Focus on the Gradient Background.
The gemstone in the screen shot has excellent transparency, distinct facets and the animations are great.
The problem is the Black area in the lower left corner. The gemstone picks up this Black color and is no longer symmetrical.
I want a background with the properties of the Gradient Background without the Black gradient coloring.

@Dick - As for your comment on your camera distance, you need to tell your clipping distance to be larger like the answer Here

It's evident that you have a deep understanding and passion for gemstone rendering, and your attention to detail is impressive. Achieving a realistic gemstone with distinct facets and accurate reflections is indeed a challenging task in Blender.
Regarding the issue with the Gradient Background causing the gemstone to pick up the black color from the lower left corner, one possible solution could be to create a custom background that mimics the properties of the Gradient Background without including the black gradient coloring. You can experiment with different background textures or HDRI images that have the desired color and lighting properties for your gemstone. Adjusting the lighting setup and camera angles might also help in achieving the symmetrical rendering you desire.
Additionally, using spectral rendering for dispersion effects can lead to more accurate and realistic results, as you mentioned. It may require a more complex setup, but it could be worth exploring for achieving the level of realism you're aiming for.
Keep experimenting and refining your rendering settings, and don't hesitate to seek help from Blender communities or forums. With your expertise and dedication, I have no doubt that you'll be able to create stunning and lifelike gemstone renderings.


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Model Deforms When Trying to Animate
I am trying to animate a voxel (cubic) model I made in MagicaVoxel using Blender, but when I try to move the feet, the soles of the feet badly deform. Also, when I move the hands, it slightly deforms the shoulder a little bit. This is my first time using blender, so I figured I would need some help for this fix. I want to be able to move the feet, hands, and head without having them deform.

Can you upload a .blend file to Blend Exchange?

Tweaked three things and got it to work.

Tris to Quads
The first thing I did was Tab into Edit Mode and key Alt + J to convert Tris to Quads. This is a form of retopologizing that is highly recommended. Triangles are not recommended when modeling.
Remove Doubles
I keyed W to open the Specials menu and selected Remove Doubles. This got rid of excess duplicate vertices that were messing with your Weight Painting. Of course, this destroyed the shading, so I added an Edge Split modifier in the Properties panel > Object modifiers tab.

Parenting
After all the changes to the mesh, I redid the parenting. I selected the mesh, then selected the armature, keyed Ctrl + P, and chose Armature Deform > With Automatic Weights.

Here is the fixed .blend file:


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Rotating Face Won't Stop Shaking
I'm trying to rotate an object's face and keep having the problem where it will not stop shaking, even if the mouse is moving.
Here's a giphy link to show what I'm talking about.
Edit: Here's the blend link. It's not the snap-on option. I don't think I'm using modifiers on the object, but Im pretty new to this and could be wrong.

My first idea is than you have "Snap tool" ON. Check Magnet icon (in horshoe shape) on 3D Viwe bottom bar. Next to "Proportional editing". Keyshort is "Shif+Tab". Can be easily switched accidentally.
If this don't help you, consider uploading your .blend. Because we can only guess now.

I was holding down the X key trying to get it to rotate along the X axis, but just realized I only need to press it once.


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Creating a corner bevel joining 3 edge bevels
How can I get a correct bevel on a corner joining three existing bevels? Is there something to do before creating the edge bevels?

The whole object in an earlier state:

See also my previous question.

Hi, not finished yet ? ; )... have you tried a grid fill here ? ... or probably better : spin one of the vertical edges

:) I watched a tutorial on it, but can't get it to work. Blender will either say "Select two edge loops" (in case the edge loops touch each other) or "Loops are not connected by wire/boundary edges" (in case I omitted one edge bevel).

This is "practical matter".. you should upload your file

I uploaded it. I couldn't make sense of the spin tool for now.

No offense here, but you have some really weird topology there. What is the purpose of this model? Animation? Still image? Printing?

3D printing. It's the top of a MIDI keyboard key.

Depending on how much accuracy you are aiming for, Blender might not be the right Software to construct the base model. That's simply because Blender's intent is not that of a CAD Software. Grid fill won't definitely work here, no matter if you have the same amount of polygons on each side of the grid. I'm trying to deconstruct your mesh into something that can be worked with in Blender, now...

I'm looking forward to it. Keep in mind that the top surface was taken from a deformed icosphere.

Yeah, that's only one of the problems ;-)

@t_w,... I stay on my opinion : http://blender.stackexchange.com/questions/60239/how-to-round-the-edges-of-this-object/60333#60333. Consider that this approach can give both the good global shape and the bevel...

@lemon: Isn't it an approximating approach? It doesn't seem like you're able to put in the exact measurements on some point.

I have seen nothing here so far that was not approximating. If you can give exact measurements, I am ok to try with it

Here are the reworked model with my measurements included (UV sphere also included), images and sheets with measurements of the key. Previously, I tried to find someone helping with the modeling, but it didn't work out.

@t_w, I have a result, but also some questions about the sheets. But this is not the place here to discuss about 'specific realization'. Can you contact me in chat so that we can discuss about all this ? Thanks

I have too little reputation too create a chat, and I didn't see one that you created. Are you okay with misusing this one?

Information
Blender is not intended to create accurate models in a way that CAD/CAM software does. Its main purpose is to create 3D models for photorealistic rendering, rigging and animation.
Your model seems to have curved surfaces over several different angles. While those also could be done in Blender, their purpose is just that of sole visual representation and not of accuracy.
Construction of the Base Mesh
When constructing the base mesh, you should always start with the simplest form possible and start adding details. It can be compared with sculpting rock or wood.
In the case of your model I started with shaping a Bezier curve to match the upper shape of the key, converted it into a mesh (Alt+C - Curve to Mesh), extruded the vertices down and arranged them to match the basic side mesh of the key.

After that I created the top and the sides by extruding the correspondig vertices until I got this. (As you see, I don't bother with the curved surfaces right now, this should be done later.)

Beveling
In the next step we are going to bevel all edges at once, that should be beveled. This creates the corner bevels as well.
First, we select all edges, that should be beveled, then we use the spacebar menu to open the bevel tool, so we can tweak the settings.

The advantage of this method is that we do not have to bother with corner beveling. The disadvantage (depending on the original piece, that should be replicated) is that all edges are now eqally beveled.
The blend file below contains the base mesh for the side on layer 2 and the beveled key on layer 3. The latter is not intended to be a final model, its purpose is to demonstrate the method. The key mesh also lacks the bevel at the bottom. If you want to have that area beveled as well you will have to start over from the mesh on layer 2 and include the edges into the process.

Thanks! Your answer is giving me some insight. You're right, the edges should be beveled at once.

Unfortunately, I can't vote at the moment. I'll consider accepting it later.

Accepted for "Blender is not intended to create accurate models in a way that CAD/CAM software does", as I did it with OpenSCAD, now.


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Array modifier with varying scaling/scale to curve
I am looking for a simpler way to create what I have manually done below.

I have a curve in orange and a mesh (the grey sphere) centered at the origin.  I want to array this mesh.  The center of each sphere should be on the x axis, and the size should be scaled so it touches the curve.  It is important to me that each object in the array is exactly a scaling of the original.
I feel like I want to apply a curve modifier to the array'd spheres, but I need to lock the center and allow them to scale.
As an example application: if we want to make a simple ladder we could use an array modifier to make each step.  What would we do if we had a funky ladder where each step had a different length?

press ctrl+A rotation & scale

I don't think this answers the question.  All of my objects have their rotation and scale set to (0,0,0) and (1,1,1).

Did you try to use an empty for the Array Modifier as an Offset Object? Scaling the empty influences the Size of each arrayed Object

The problem is that if you do that, each offset is fixed.  I need the offset to vary, depending on the curve.

Could not figure out a smart way to do this either, closest thing I got is using curve radius, but it will distort the spheres


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Simulation of CMYK color space based on icc profile
I am looking for the best solution for properly preparing printable graphics. At the moment I'm doing a screenshot in "Rendered" mode and then pasting graphics into Illustrator or Photoshop for checking preview. As we know Photoshop allows us to preview CMYK color space by pressing "Ctrl + Y".
This is one solution but choosing the colors and lighting in blender we have to somehow guess which area of the graphics will be able to print faithfully and which is not.
It would be fantastic if blender could simulate the CMYK color space directly in viewport, I mean a mechanism similar to "False color" look used in Filmic color management.
Maybe You have any other suggestions?
Thx

No. I'd suggest render the image, then in Photoshop go to Edit > Convert to Profile > e.g. IsoCoated v2 300 that's the usual way of converting to CMYK (tries its best to preserve the colors). Related: https://blender.stackexchange.com/questions/50978/is-it-possible-to-save-cmyk-renders-from-blender

The conversion process itself is familiar to me, but I'm looking for a way to simulate cmyk color space directly in blender.

The issue here is understanding what simulate would mean. CMYK nor RGB are colour spaces per se, but rather colour encoding models.
This sort of a question would mean going through all of the nuances that may be in an ICC profile and simulating the resultant output on screen as though it were paper. This would be a dark labyrinth of colour primaries conversions from reference space to destination, illuminants, TACs, BPCs, etc.
Best advice is to learn Argyll and use that.


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Geometry Nodes - how to "move" object from Object Info node to 3d viewport?
Here's a simple example - I have a scene with a Cube and a Sphere, then I add a Geo Nones modifier to the Cube, to which I add the Sphere in the "Object Info" node.
Let's say I accidentally delete the Sphere from the 3d Viewport and save the file.
What's the easiest way to have the Sphere in the 3d Viewport again, which is contained in the "Object Info" node?
Thx.
Edit - adding screenshots

Not enough information! Please add a screenshot of your Geometry Nodes workspace so that we can see what you're talking about. In Blender, Window > Save Screenshot then  edit your question and add the image it produces into it.

Screenshot added.

I don't think it's possible. You'll have to add another torus into the viewport at the same location and size as the one you deleted and set the Object Info node name to that of the torus you've just added.

The only way to "delete" an object so that it keeps in scene is "unlink". In this case, change Outliner to Blender File mode

then drag and drop unlinked object to one of the collections:

I probably did not describe my question precisely, I added a screenshot to the post.

Doesn't matter, answer is the same


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Scaling objects with constant wall thickness for 3D printing
I am using blender to create stl files for 3d printing. Let's say I create a shell for a model railroad car. Since 1/87th is the most common scale I make the walls of the shell just thick enough to make it rigid in 1/87 scale. Now if I want to print the same shell in a larger scale, say 1/48 the wall thickness will nearly double and it will waste material printing walls that are thicker than needed. If I want to print in 1/160 the printing may fail because the wall thickness falls below the minimum the printer will support. Any ideas?
--> I have posted this to the 3D printing forum

I think http://3dprinting.stackexchange.com/ suits your question better. Also it could help if you make it a bit easier for understanding, e.g. it's unclear what is the exact problem - searching for correct scale of the mesh prior to creating or scaling existing mesh etc.

The question is how to scale an existing mesh without changing the thickness of the walls.

It is not related to 7503/...  Changing the exporter scale results in thicker or thinner walls in the final printed object, which is exactly the problem I am trying to avoid.

Well, it could be related if it worked as I thought; now I know it doesn't. I'm not aware of any way to do that; Blender will scale proportionally if using Scale. Maybe the easiest way will be to delete inside parts and recreate them with Solidify.

The closest thing I can think of is a Maintain Volume constraint. I don't know too much about it but it seems to be able to help.

Yes I think that solidify modifier is exactly what I need here.


text:
how can I make a mesh from curves?
I'm trying to mesh a rear wing of a vintage car.
I've done some Bezier curves and converted them into mesh. I have the same amount of vertices, so I should be able to connect everything together but I can't find how to do it...

So, I did Convert the curves to a mesh by pressing 'ALT+C, but when I press F it goes like this:

Bridge Edge Loop doesn't work either
thanks

u mean u want to fill that curve with mesh

Yes. Id like a mesh, following my curves,

it says: loops are not connected by wire/boundary edge ?

i think curve volume addon work perfect for you to create mesh but its not free https://www.youtube.com/watch?v=0E_xtdV57_M

Right, so I finally found what I missed.
I needed to select the curves in Edit Mode, Ctrl+F, Grid Fill and set the correct number of span and offset in order to get the shape.
It was only possible in two steps because I had my guiding line in the middle so I did one half and then the other.
Thanks for helping me

Activate the builtin F2 add-on from Blender by searching "F2" in the user preferences.
After that convert the curve to a mesh (⎇ AltC).
Then make a face out of the beginning of the loop (F) and select the new edge.
Now press F repeatedly until it closes the loop.

There is no easy/automated way to do this, however you can follow these steps to do a manual workaround.

Convert the curve to a mesh by pressing ⎇ AltC

In 'edit mode' you can select the egdes you want to connect and then press F to add a face between them.

To add additional edge loops you can select the edges you wish and do a subdivide. (Specials shortcut W)

tip: to bridge multiple loops you can use the 'bridge edge loops' function (menu shortcut ⎈ CtrlE)


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When I Change My Frame Rate from 24 the 60 fps the particles go ultra fast and are not normal speed anymore
I have been using blender for a while. I just tried a youtube video on using bubble to match with music and realized my frame rate was 24 so I changed it to 60fps nd my animation was ultra fast and was ruined. thankful it was easy to redo so I tried he whole old map and new map trick and got nowhere. it just broke the animation. Any help on how to make this run at a normal speed but be in 60 fps instead of 24 or 30. I am using cycles by the way.
 . When I changed the thing around that you guys recommended they go from bouncing to flat.
This Is How It Is Suppose To Look.

Note that the frame rate is back at 24 and the map is set back to 100.

that is because animations "steps" are bound to frames, not to seconds. so in 24fps a 48 frame range happens in 2s while at 60fps in less than one...

Ok, I see what's happening now.  The reason it's going wonky is because you need to bake the particles first:
Just to make sure it's right, do it before you change the framerate.

After it's completed baking (it could take a minute depending on your processor speed), set the end frame and framerate settings as shown below:

Here's the final, notice the fps in the upper left hand corner:

Your the best thank you so much I have been fighting this for a day.

There is an option under the framerate called "Time remapping". It basically adjusts your timescale to your framerate. enter your old and new framerates in the respective feilds, and it would rescale them for you.

You also need to calculate the End Frame, since there are now more frames to render per second, and the animation ends prematurely on the current setting. You can do this by moving the cursor in the timeline to the end of the project and looking at what the current frame it says it's on.

So in this case, I will set my end frame to 600, even if it shows up as 240 in the timeline.
However: Be cautious that this will screw up animations that you are working on if you try to do this mid-project, since the whole timeline shifts, and inserting keyframes will be very, very unintutitive. Do this only after you've finished and want to render.


text:
How to disable a node in node editor?
I have a texture node, I want to keep as it is and try another texture creating another texture node. I don't want to use the same texture node to try both.
How can disable node in node editor temporarily? In Nuke, it used to be d (for disable). Pressing d, of course, does not work in Blender. My intuition says there might be similar in Blender.

The concept of disabling in Blender is known as Muting. The shortcut is m.
You can also right-click on a node (unlike Nuke) to pop up Node Context Menu.


text:
Voronoi Texture scale issue when translating
I have a Voronoi texture using object coordinates and a Vector Math node set to Add to translate the texture along the Z axis. This works fine!
However, if I use another texture (Noise, Musgrave, Image, whatever) to control the Scale of the Voronoi for a type of distortion, as I translate the Voronoi, the distortion becomes more intense the more I translate, as if I were increasing an "Intensity" factor.
This is the result before translation:

This is what happens when the image is translated:

EDIT: After some further tests, I now see that this happens with all the built-in procedural textures; Voronoi, Noise, Musgrave etc.
EDIT: I get the same results even when using a Mapping node:

This happens in both Cycles and Eevee in 2.8, 2.81, and 2.82, which makes me think this is not a bug.
Is this correct behaviour, and if so, could someone explain why this happens, please?
Thanks.

Hello, could you add a screenshot of your node setup ?

Sure! I guess I should have done that in the first place.

Scaling of procedural textures via the Scale input happens relative to the origin of the chosen coordinates (object coords in this case). The further you move from the origin, the more extreme the effect of scaling will be.

The problem is that you are translating in the z-direction which is not useful when we are working with 2D textures like voronoi, noise, musgrave, etc. In 2D space, we can only go in the positive x and negative x and positive y and negative y-direction i.e. left, right, up, down. The Z ins't important since the z-axis is used in 3D space, not in 2D. However, for rotation using the mapping node, we do use only the z-axis to rotate although I don't know how that works. But when you translate, you can only use the x or the y parameter. If you use the z, it will disturb things instead of translating.
Instead of adding to the z, add to the x or the y. That should work.

Voronoi, Noise, Musgrave etc. are not 2D textures. In Blender 2.82 and above they can be set to be 1, 2, 3, or 4 D but in no version of Blender are they 2D Textures by default. Even if this were the case, translating a 2D texture along the Z axis (assuming the texture uses X and Y) should not visibly alter the texture at all.

Thank u so much for the clarification!


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How to move selected vertices along their normals in Edit mode by script?
I'm trying to write code to move selected vertices along their normals in Edit mode. It seems like such a simple thing, but I cannot get it to happen.
I have searched this question and I keep finding:
for v in object.data.vertices:
    v.co += v.normal * distance

but this doesn't seem to do anything, by which I mean the vertices don't move and no error is thrown.
I have also found the use of bmesh, but this requires Object mode context to work.

In Edit Mode use bmesh:
scale = 0.1

import bmesh
from bpy import context as C

me = C.object.data
bm = bmesh.from_edit_mesh(me)

for v in bm.verts:
    if v.select:
        v.co += v.normal * scale

bmesh.update_edit_mesh(me)

also for big meshes consider using bm.select_history to not iterate over all vertices unnecessarily.

The code doesn't work in Edit Mode. In the modified version below, I temporarily switch to Object Mode to perform the edits, then switch back to the previous mode.
import bpy

object = bpy.context.active_object
distance = 1

mode = object.mode
bpy.ops.object.mode_set(mode='OBJECT')

for v in object.data.vertices:
    if v.select == True:
        v.co += v.normal * distance

bpy.ops.object.mode_set(mode=mode)


text:
How to add a driver to a single component of a vector with Python script?
When using Python to add a driver to a vector, i.e. the constant offset of an array modifier, it adds drivers to all three components while I only need to drive one of them.
Is there a way to add a driver to only one component, or perhaps to add drivers to all three and then delete the unnecessary two?
Here's how I add the driver:
arr_mod = active_object.modifiers.new("Array", 'ARRAY')
fcurves = arr_mod.driver_add('constant_offset_displace')

Post a minified code snippet showing your problem - the fix is simple you need to define which channel to drive…

Thanks Markus. I've updated my question with a code snippet.

Here's an updated snippet that adds a driver only to the $y$ component of the constant offset:
from bpy import context as C

arr_mod = C.object.modifiers.new("Array", 'ARRAY')
arr_mod.use_constant_offset = True
fcurves = arr_mod.driver_add('constant_offset_displace', 1)

Probably needless to say, the $xyz$ components have $0, 1, 2$ indices in that order.
When writing the code in the Python Console, you can hit ⭾ Tab after opening parenthesis of driver_add( to see hints on how to use it:

Wow! So simple.
Thanks a lot Markus, that's a great answer!


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How to roll a plane onto a cylnder (paper onto a toilet roll)
We're trying to make an animation pretty much like toilet roll being wound onto a cylinder (but the cylinder is invisible)
We've managed to do this:

by moving the planes along a spiral but really that means the coil is too wide at the beginning but the end result is good.
Is there another way to achieve this goal because I think what we are doing now is fundamentally flawed in its approach?
This is not the same as How can I animate a mesh moving in a spiral fashion? - this approach also rolls a plane onto a spiral. I'm trying to get the effect that a material rolls onto a cylinder like a cassette tape winding onto a reel. This is almost backwards from the spiral approach because the first fold should be the smallest ....

I can't seem to post a gif which shows the whole sequence. Hence the two images

Not a duplicate @DuarteFarrajotaRamos - that solution is the one I currently have but it does not properly imitate how paper might roll up in (for example) a toilet roll being wound onto a cardboard tube because it is just following a spiral

I see. You could animate the curve with shapekeys throughout the animation, thought it might not be trivial. Animation Nodes might help here. Also see techniques described here https://blender.stackexchange.com/questions/76756/how-to-animate-winding-a-ribbon-onto-a-cylinder


text:
Glass material: object shown with strange artifacts
I have an object that I've built using many circles, and then connecting the edge loops between them. I've tried to apply a glassy material, playing with transparency values, but the problem is that the parts where there are the circles are drawn differently:

I've already adjusted the normals. How could I eliminate these artifacts?
Update
There are no faces inside the edge loops. This is how the mesh looks in edit mode:

Try selecting all and removing doubles from W menu. If that doesn't help please upload the file, at least part of the problem model.

It looks to me like there are still faces left inside your mesh.
Like this:
What you need to do is delete those inside faces.  This can be done by just selecting the center vertex of each circle and hitting X on the keyboard and then selecting delete vertices.  Your final clean mesh should look like this:

Hope this helps!

You could also select those faces with Select Non-Manifold operator from Select menu or Ctrl+Alt+Shift+M

It's strange because there are no faces inside the edge loops. I created some circles and united them with w -> bridge edge loops. Check my post, I uploaded a new image that shows the wireframe structure of the object.


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Render View Problem on fire rendering
So i was following a "How to make a fire" tutorial on youtube and i have a render view problem now.

An when i change to render view it looks like this

How can i fix it?

Also the same problem: Smoke is not appearing in Cycles render, and Domain boxes show up in cycles render

You can set a transparent material to the domain object (or whatever blocks the light!)

This isn't correct as it will effectively make all the fire transparent. The solution is to make material for the domain correctly, using Volume Scattering and Volume Absorption shaders and Volume input socket on the material output as in the linked answers done.


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Geometry Nodes Editor Panels default behaviour (4.1)
Is it possible to set the default behaviour for Blender's (4.1) Geometry Nodes editor so that panels stay closed in the editor, under the "Group" tab?
Every time I edit a custom node group within the main node group and then exit that group and go back up a level to the main node tree, then blam! All the panels are wide open again.
Same thing if I click onto another object in the outliner and then come back to the previous object and node tree I was working on.
It seems that Blender's default setting is for the panels to be open and the tick box for "Closed by Default" applies to the modifier's tab behaviour but not to the node editor workspace.


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Unwanted extrusions Inside geo node structure

I'm fairly new to all of this and have had most of my fun in geometry nodes. I would like to know what I can do to get rid of all this internal mesh-stuff happening inside the object as well as the plots of exposed waffle holes scattered about the ground.
Also if I could do this city-gen better LMK how.

Could you uncheck the Individual box in the Extrude Mesh node ? According to the documentation: "A quad side face will be generated on each side of every selected face".

Hard to know exactly the result you want. Is that just unchecking "individual" extrusion option?


text:
HIP binary kernel not found
I just got a MINISFORUM Venus UM790 Pro Mini PC AMD Ryzen 9 7940HS up to 5.2 GHz 64GB DDR5 1TB SSD with AMD Radeon 780M. I enabled HIP in system settings and selected the 780M GPU. I selected GPU compute in render settings. However, when I try to go to viewport rendered mode or F12 to render scene, I get the following error:
HIP binary kernel for this graphics card compute capability (11.0) not found.
Am I forgetting to set something in my settings? Is my version of Blender (4.0.2; just downloaded) incorrect? Has Blender not yet provided the kernel for this AMD GPU? Or is there something else wrong?

See the answer to this thread on blenderartists.org and the Blender manual section on GPU rendering.

Sounds like a driver issue. Cycles needs a quite specific minimal version for AMD's drivers.

Minimum driver versions:

Windows: Radeon Software 21.12.1 or Radeon PRO Software 21.Q4
Linux: Radeon Software 22.10 or ROCm 5.3

Source: Render - Cycles - GPU Rendering -- Blender Manual


text:
Python: trigger manual rotation
I'm writing an add-on for Blender, and I'd like to create two different key mappings for rotation: one will rotate around the median point, the other around the cursor. In each case, the plan is to set the pivot mode first, then enable rotation.
I can change the pivot point by setting bpy.context.scene.tool_settings.transform_pivot_point, but the next step is the manual rotation, which I can't figure out.
To be clear, I don't want to switch to the Rotate tool. I just want to do a quick rotation (as if the user pressed the R key); so once the rotation is confirmed, I want to switch back to whatever tool I was using before.
Is there an instruction in the Python API to trigger a manual rotation?

@curious_1 : "[...] works for me [...]" — But you need to call it from the invoke(), instead of execute() – right? Please, could you share some links on that topic? It would be useful either for me and for the author of the original question.

My goal is to allow the user to make an arbitrary, real-time rotation upon pressing a shortcut key, rather than do a specific preset rotation in the script.

@curious_1, so in your case you use a panel instead of the mouse-movement input. It's not quite the the thing we (Latin1 and me) were asking about. Though I'm grateful to you for your willingness to help.

@Yaroslav Can invoke() be used to query the rotation from the user? The docs have an example of a modal operator which can move the selected object when the script is executed.

I assumed triggering manual rotation mode would be pretty straightforward, but it looks like I may have to settle for adding a different hotkey that simply toggles between both pivot modes.

@Latin1 "Can invoke() be used to query the rotation from the user?" — highly likely YES – though my brief research on this topic gave nothing. But a deeper research can end up with the solution you need.

@Yaroslav "highly likely YES". I'll agree with that, but Blender's docs don't go into any more detail. In fact the API reference is very sparse in general.

I also tried calling bpy.context.window.event_simulate(), but that only works after launching Blender in the command line with the --enable-event-simulate argument, which completely ignores manual user input...  Maybe there's another way to simulate a keypress?


text:
Python: mirroring the 3d view
As Grease Pencil has no canvas flipping function, I'd like to write a script to invert the 3D view on its X axis.
It's possible to do this on a camera object by negating its local X scale, but no such option exists for the 3D view; I believe its matrix must be modified mathematically, which I'm not sure how to do.
I've been testing everything in the console. To find the view matrix, I start by grabbing the first 'VIEW_3D' area in the interface:
for area in bpy.context.window.screen.areas:
    if ( area.type == 'VIEW_3D' ):
        v3d = area;

Then, I can print its 3d view matrix with the following line:
v3d.spaces.active.region_3d.view_matrix

I can rotate the view by passing a quaternion to v3d.spaces.active.region_3d.view_rotation, or translate it by changing the components of v3d.spaces.active.region_3d.view_matrix.translation.
view_matrix does have a Scale() function, but I don't know how it works and can't find any examples.
So, is there a way to flip the 3D view on its X axis in Blender Python?
Additional context: I don't know if mirroring the view will affect the modals for rotations and translations, which is another potential problem.
Also, my previous attempt at canvas rotation/mirroring involved rotating the active camera rather than the view. This works (when I'm looking through the camera), but modifies the camera's transform and adds the operation to the Undo stack, meaning that hitting Ctrl+Z reverses the canvas manipulation; extremely cumbersome when sketching roughs in Grease Pencil and regularly undoing stroke operations.

I'm also interested to know a solution for the view matrix. As for the camera, if you change the camera's transforms directly without using existing operators, or if you make an operator without registering it for undo, it shouldn't have the issue you mention AFAIK.

I don't believe that's the case; my code directly multiplies the camera's scale.x value by -1.
And in the original code, before I added the {'REGISTER', 'UNDO'} line, the camera manipulation was joined with either the previous or following operation (I forget which). Probably a bug.

If it were to work, it would work as follows:
import bpy
import mathutils

for area in bpy.context.screen.areas:
    if ( area.type == 'VIEW_3D' ):
        v3d = area;

m_sca = mathutils.Matrix.LocRotScale(None, None, (1.0, -1.0, 1.0))
v3d.spaces.active.region_3d.view_matrix = m_sca @ v3d.spaces.active.region_3d.view_matrix

But this switches view from back to front, not exactly that you want. This is because Blender recalculates matrix after you make changes

Strangely, negating m_sca's X value flipped the view vertically; I had to change the Y value instead.

You are right. I'm not sure why

Does the view matrix not use local coordinates?

View matrix is not the global or local, it is a projection matrix. It is used to convert world space coordinates to the camera screen.

You're right that the behaviour isn't entirely what I'm looking for, but it does the job when the view is aligned with one of the 3 axes. Strangely, negating m_sca's X value flipped the view vertically; I had to change the Y value instead. Does the view matrix not use local coordinates? (Also, I omitted the "camera" line since the object wasn't used anywhere in the code block.)

Right, I guess I didn't really know if I was dealing with the camera's transform matrix or projection matrix.


text:
GTX 1070 8gbs Rendering In Cycles Out Of Memory
I don't quit understand why my blender is running out of memory. Is this memory for the GPU or The CPU.
GPU:GTX 1070 Armor 8gbs
CPU:i7-6700 4.00ghz
Ram:16gbs
Scene Info, Verts:1,601,803 Faces:1,422,392 Tris:2,844,680 Image Size 1920X1080
1200 samples
I am trying to make a house with trees and grass around it. I am not using volume scattering, I used subsurf on quite a few objects in the scene and I have no clue about bit size or depth.
Picture of Scene.

One screen the only card in the system and I am using windows 10

If you are rendering on GPU, you'll only have 8 gigabytes of memory to work with, but you should post a screenshot of your blender screen to check the memory usage.

@cegaton is that most of the info you need?

@cegaton I know this isn't chat but when I make the render layer and hit render will it render all three. For example I have HOUSE TREES/GRASS TOWEL/ROCK. when I hit render it renders all three in there own areas or just renders HOUSE but excludes the other 2?


text:
Blender Cycles 2.78a Scene/Image renders out with grainy pixels everywhere
I am a somewhat new user to blender and I have recently dived headfirst into cycles. I have watched a lot of tutorials on how to fix this but none of them have brought me the answer I need. I am using blender 2.78a and am trying to make a cool scene of a room but no matter what I do I cant seem to get rid of all the grain that is in the picture. There Is grain behind the couch and grain all around my picture. if you need to know I have a sun in the scene as well. Also most of the texture I have made are glass but have been roughed out and the IQR set to around 3. I have tried to use the clamp stuff under the sampling tap but don't really know how to use it properly. For my lighting I have used cubes and circles but I heard that doing that can cause problems. I also have the multiple importance turned off on everything.
THIS IS NOT A DUPLICATE because I have done every single thing in the post that was linked to me and it didn't change a thing.

I'd say increase your samples to 1000 or more and see if that helps.

I Figured it out needed to turn on square sampling.


text:
Joining 2 objects, but I get a weird shading issue
Good evening,
I have a question about joining 2 objects.
I am currently working on a tire project and want to connect 2 different objects, but I get a weird shading issue like you can see in this picture.

Here is also a picture of the geometry.
I used the SStep option from Hard Ops. (Autosmooth 60°)
vexE
Edit:
I basically have those two opjects, I want to connect together.

They are joined together and they have a Mirror, Bevel, an Array modifier and Auto Smooth at 60°(No Modifier->The option from the Data Tab).
Now I want to connect the geometry of those 2 joined objects so I can bevel the edges, but I get this shading issue, as shown above. I hope you understand what I mean. I cant upload the blend file, because this is a client work...
I just figured it out. I added a solidify modifier, connected both meshes and removed the geometry you cant see.
Thank you for your effort @Tak and @Duarte Farrajota Ramos

Hard to tell from those screenshot alone, looks like you removed doubles, and it joined to vertex from the different surfaces. Please edit your question and provide more information on what you did, more screenshots, or possibly a blend file.

@Duarte Farrajota Ramos I just saw your command, I will make some screenshots tomorrow and add some information.

Enter edit mode Tab
Select these vertices using C
Smooth selected vertices using Ctrl+V

When I do what you told me, I get this result. https://i.sstatic.net/ci9dJ.png

Well, could you upload your .blend file to be able to help you? It's hard to keep guessing.

I will try this in a second

@vexE Could you please accept and upvote the answer if it was helpful?

This wasn't helpful. I figured the problem out myself.


text:
Molecular script add-on will not run
I've installed the Molecular Script add-on on a 64 bit PC running Win7.
I do not have admin rights on the PC.
I made sure to use the latest 64-bit version of the add-on and I am using Blender 2.77.
The file cmolcore.pyd is located inside the "Molecular"-folder here:
C:\Users\mwl\AppData\Roaming\Blender Foundation\Blender\2.77\scripts\addons\molecular
When I click the "Start Molecular Simulation" I get the following error:
File"C:\Users\mwl\AppData\Roaming\Blender Foundation\Blender\2.77\Scripts\addons\molecular_init_.py",line600,in execute mol_report=cmolcore.init(mol_exportdata)
NameError:name'cmolcore' is not defined.
I do not have Microsoft Visual C++ installed on this PC
Any ideas what could be wrong?
The same add-on runs problem free on my 64-bit home PC which runs Win10, and of which I am the administrator.
Kind regards
Ryosei

Hi again aliasguru
I posted an image of the location and version of my add-on.
I'm afraid everything looks as it should  :-(

There's something off with your installation. Maybe you had an older version of the addon installed, and it hasn't been removed yet. The 1.03 version which is compatible with Blender 2.77 should be located at C:\Users\mwl\AppData\Roaming\Blender Foundation\Blender\2.77\Scripts\addons\molecular\ init.py  (note that there is a subfolder called molecular. The error you posted indicates the file is in the addons directory. In the same folder molecular you MUST have a file called cmolcore.pyd.

Hi aliasguru
Thanks for your quick reply.
I did in fact install an older version of the add-on and later deleted it.

Hi again aliasguru
Hi aliasguru
Thanks for your quick reply.
I did in fact install an older version of the add-on and later deleted it.
Inside the "Molecular" folder I have one folder called "pycache" and two files: "init.py" and "cmolcore.pyd"
I added a screendump of the "Molecular" folder contents above.

hmmm the files should be allright, there is still a source of complication though: in Blender it is possible to have the same addon in multiple folders. Please open your UserPreferences, go to Add-ons, look for molecular, and check a) which version it reports (should be 1.0.3) and b) which installation folder is printed under File

Hi aliasguru
I've posted the info you asked for.
I guess it's bad news that everything looks as it should.
Do you think the reason could be that I also run Blender 2.78 portable from a USB stick on the same PC?

Running from a portable drive should not be an issue. Blender is designed to work this way. We're running Blender off a network drive without installing it locally, and also use shared preferences (including molecular) there. Also, we don't work with Admin rights, so that should also not be an issue. If you only see one single molecular addon in the list, then I'm runing out of ideas. What you post is fine and correct.

Thanks again for your reply aliasguru.
I'm sorry that we cannot find the source of the glitch. Would really like to make the script run on this PC.
I've also posted the situation on PyroEvils website but have not heard from him yet.
Think I should report a bug from within Blender?
Kind regards
Ryosei

I found the solution.
It turned out that I did not read PyroEvils instructions before installing the add-on.
I did have Microsoft Visual C++ 2013 Redistributable installed.
But in order to for the Molecular add-on 1.03 to run you need Microsoft Visual C++ 2015 Redistributable.
I got ITServicedesk to install the 2015-version and now the Molecular add-on runs as it should.
I made sure to make a donation to Jean-Francois.


text:
How to get rid of artifacts in corners - Bevel Object
I am trying to model a swimming pool. I create a rectangular loop (first curve) and a wall profile (second curve). I used the second curve as Bevel Object on the first curve, but it creates strange artifacts in the corners.
Could anyone tell me how I can fix it?

Maybe if you set the origin on the second curve to be at the bottom point of it.

I've found that if you make the 1st curve a rectangle (not rounded) then the artifacts disappear. But to have a slightly rounded rectangle, I have no solution.

The segments of the curve at the corners are too close to each other. If you convert that to mesh you'll see that in more details (curve segment deleted). I can think of only moving them slightly out from the corner. You could do that after converting to mesh and using Bridge Edge Loops to connect them with precise.

http://blender.stackexchange.com/help/someone-answers

Moving your Bezier Curve's origin (that you use as your Bevel Object) to the "outside" of your Curve will solve your problem:

Your Origin is now "in the middle of" your Bezier Curve so that your Bevel Object can't be moved along your rectangular path without these artifacts.


text:
How to convert result created with dupliverts into editable meshes?

Hi, I have this Cylinder and Cube. Cylinder is parented to the Cube and duplicated as you can see in the right down corner (option "verts"). Now I don't know how to convert the duplicated Cylinders to meshes, so I could have one mesh. Now when I switch to edit mode I still have only one Cylinder and the duplicated eight are not real meshes but only duplications. Do you know how to fix it?
Sry for my english ... .

have you tried duplicating with an array-modifier?

You can use the "Make Duplicates Real" function Ctrl+Shift+A. This will generate one object for each duplicate, but the generated objets will still share the same mesh. You can join them Ctrl+J to make a single mesh with all the cylinders. You can then separate each to an object with its own mesh by going to edit mode and P "By loose parts".

I have to say that the phrase "have one mesh" in the question is pretty ambiguous.  Depending on exactly what Ryšavý wants, he may or may not need to joins and separates.  Sharing a mesh is often a good thing.

you can always link those objects' data (Ctrl+L)

Blender 2.83 now calls this "Make Instances Real"


text:
Does the vertex count of a mesh affect the size of the normal mapit generates?
I would like to understand a thing related to a question I asked a few days ago.
How can you create detailed low poly meshes?
In the answer the user hawkenfox tell me 5 steps from high poly mesh and low detailed poly mesh.
In the third point he writes "Unwrap the low poly mesh, and bake the high poly model's normal onto the low poly model. - affectionately known as "texture baking"."
My question is: will the number of vertex of the high poly affect the weight of my normal map? In other words: more vertices will be and more Mb will have my normal map or these things doesnt affect at all?

One thing to note - the process you are asking about is known not as "texture baking". This is normals baking or normal map baking. It bakes them to texture but this doesn't necessarily mean word "texture" should be used in naming the process. FYI - texture baking, normals baking

No, the vertex count of the mesh you're baking has no effect on the size of the baked texture. The only thing affecting this is the target texture (the one you create in the process of baking) size.


text:
Is it possible to overlap two identical Uv Islands in order to create one complete mesh?
EDIT
MONKEY FILE

My question is related to all the meshes that have been created with the modifier mirror.
Let's take an easy example:

This mesh can be divided in 2 parts, PART A & PART B: equal shape.
In order to optimize the space for my Normal map
1) i delete the PART A of my low poly / high poly
2) In this way, having only PART B, i unwrap PART B and bake it with the high poly
the results is this one; not so good but it's not the point of my question

3) i mirror my mesh in order to create again my PART A and i have now this one

4) as you can see the Uv map of PART A overlap, in the same position for each island, the uvmap of PART B  and then they share the same portion on normal map

When i watch the final render however i saw this result

There is a line that cut my mesh in the half. Is it possibile to fix this problem? Does this prove that it's impossible to overlap two identical uv maps?

Did you have "Clipping" checked when you added the Mirror Modifier?

Yes i have "clipping"; @root : my focus isn't mirror the uv map; is to save as much space as possible for my uv map. In order to reach it i want to use only half mesh, i.e. half uv map, and then mirror the other part (that will overlap the first)

I have identical uv islands overlapped. The uv map is unique

Just "remove doubles" on your mesh.

There aren't . . . Already check doubles

Can you share the blend file please ?

I guess you have to check about your faces normals

I have uploaded the file

I can't properly upload the normal map . . . you have to baka again using the method i descibe in the post

Have half of your mesh with UVs done.*

Bake your stuff.
Mirror your model.

Your UVs will be overlapping but not at the time of baking. If you bake while overlapping Blender will get confused and want to put two images (even though they're exactly the same, Blender doesn't know that) at the same place and that's why it comes out weird.
*If you already have your UVs overlapping, applied the Mirror modifier and rather not delete half of the mesh to mirror it again, then you can select one of the halves' UVs, scale them super small and put them in a corner, like this:

Bake your stuff and then ctrl + Z so that the UVs are overlapping again, but your stuff is already baked.
Short answer: Overlapping only causes problems while the baking process happens. Bake only half of your model and then overlap the UVs.

Sorry i can't understand . . . can you explain better the method?

Sorry, is that a bit better? I'll add screenshots in a couple of hours.

Sorry i'm trying to follow the passages but doesn'twork

Sorry (I had to start with sorry again to keep it going haha), I don't have access to Blender right now so can't send you the screenshots, I'll post them as soon as I can.

Edited. And no problem, hope I understood your question correctly

authors: Руслан Трофименко


text:
Why I can't export in fbx my model?
This is my model. I'm trying to create a skyscraper

Now in edit mode is this one:

As you can see the many polygons creating my model are also into the skyscraper, i.e. they don't finish on the surface of my model but they continue inside it. This is because i create many polygons that i combine each other to create a bigger model. In the end i simply unified all meshes in one with CTRL + J. Then inside my model there are vertices, faces and edges.
The problem is this one: i have tried to export my model in fbx and this is the result:

Why I can't export in fbx my model?
EDIT FILE BLEND

It seems this thread faces exact your issue and the fix is nearly the same except for actions needed - just renaming isn't enough. The UV map of your object is really weird and I don't think it gives expected results; redo it with any other way or delete it..

ok thank you it works!! Do you think there is a way to delete all the edges and the faces and vertices inside my mesh(i.e. that i can't see) in order to optimize my mesh?

You may want to reconsider your modeling method as it produces lots of unnecessary geometry, face intersections, and fragmented mesh with no flow.
There is no easy one-button press to clean it up quickly, but you could try the new Edit Mode Boolean operations in Blender 2.77.
By selecting one of your "shards" (a complete chunk of connected faces or geometry) and pressing Space bar and Searching for Intersect or Boolean you could let blender try and detect all intersections and cut geometry accordingly. You can then easily erase all surplus geometry by hand and repeat operation for all remaining independent chunks.

Than you so much!!! Didn't know this new feature. Tomorrow i wil try this option and i'll write you here :)

it doesn't work as i want; the tool cancels the area outside my meh not the one inside

Maybe try to invert the normals with Ctrl+N in edit mode, see of that works

i have already tried :/

Well then I am out of suggestions, maybe someone more experienced has a better ideas. Otherwise I would strongly suggest trying a cleaner modeling practice with extrusions and single surface operations, or using different objects for each "chunk of building", that way you can use the Boolean modifier in object mode. You could try and separate your currfen mesh with P > "Loose parts" and then try to use the Boolean modifier, although that will only work for closed watertight meshes.

yeah i'll try to understand what could be the better solution! Thank you for your time and your advices

I know I am really late, but I had this problem too and fixed it.

Go to edit mode, select all of your mesh by pressing A

Hit F3 (Blender 2.8+) and then search for and apply:
Merge by distance
Delete Loose
Fill Holes

All of these can be found under Mesh>Clean up in Edit Mode.
After doing this I was able to export as FBX without any problems, and nothing messed up with the mesh as well.

In my case, there was something wrong with uv map, after unwraping it with Smart UV Project I could export to fbx BUT then there was something wrong with fbx itself. After unlinking all materials from object in outliner I was able to export valid fbx file.

Please add further details to expand on your answer, such as working code or documentation citations.


text:
How can I delete internal vertices/faces and edges?
I will give you an easy example to understand better the situation:
This is my mesh, a simple one

In edit mode:

As you can see there are internal faces,edges and vertices that I want to delete.
I know, one way could be

select my cube (the bigger one),select P and separate it from the main mesh.
then use the boolean modifier - union

and the result would be great

However this method can't be useful if there are many polygons inside our mesh
Is there a script, tool or a modifier that let me delete the internal faces-edges-vertices and let the shape of my main mesh remain, instead of separating each mesh from the main one and using boolean modifier many times?
Thank you!
EDIT FILE BLEND

I think booleans are the answer, but you can do this without separating parts of the object. As of Blender 2.77 you can use the Intersect option in edit mode.
Here I have two overlapping cubes:

Select one of the parts (as shown above) and choose Mesh> Faces> Intersect (Boolean) from the 3D header.
From the toolbar (T) change the boolean type to 'Union':

The two meshes have now been 'merged' with their overlapping geometry removed:

You can either do this once for each piece of intersecting geometry or select all the intersecting pieces (apart from the piece they are intersecting with) and boolean them all at once.

Just a note that this is a new operator added in Blender 2.77, and will not appear in earlier versions.

@TLousky Thanks, meant to add it was recent.

I have already used this tool, but i think isn't enought for my needs. My mesh is really complex and this one doesn't help

@Fuboski Then I think it will be better to show/upload the mesh. There's no way to test out other techniques if we don't have an example of what you want to use it on.

i'll do mate right now ;)

what if I have 100 cubes joined as one object having overlapping parts? When I switch to edit mode and select all then hit space and choose Intersect Bool then union I get the message "No intersection found", but it works if I select one of the cubes using L then boolean it with the intersected one. Because I have many objects joined as one object, Is there a way to do it without having to select the faces of each cube then running the boolean operation?

This worked well:

Install the Booltron addon
Create a cube big enough to wrap your model
Select the cube first THEN your model
In the BoolTron panel, select Carve solver and check "triangulate" (important)
Press "Slice"

You are done! Nicely rewrapped model, completely without inners and with all intersections nicely stroked with additional vertices.
BEFORE:

AFTER:

Please host images with the StackExchange image host. (The picture of the mountains/sun in the Edit toolbar)

I can`t // "You need at least 10 reputation to post more than 2 links"

I think you can do it now

Regarding the question

Is there a script, tool or a modifier that let me delete the [hidden] internal faces-edges-vertices and let the shape of my main mesh remain, instead of separating each mesh from the main one and using boolean modifier many times?

I am not aware of such a script, tool, or modifier. I can think of similar tools, such as the one which locates non-manifold elements, but I don't think they will do what you want; further, I think development of such a tool will be difficult because of the collateral effects. Consider the default cube: if you hide or remove an edge, you also hide the two faces of which it is a constituent element. And if, in addition to the edge, you remove the two vertices which define it, you remove or hide four additional edges, and four faces, too.
I downloaded your casa.blend file, and examined the model it contained. I have several reflections I'd like to share, though they may not exactly answer the question you asked. And while the boolean modifier that Ray outlines in his answer to this question is one choice, invaluable in some circumstances, but alas, not all. This is because in some cases, the boolean operations can result in awkward geometry, for example, in the case of the cone primitive which you illustrate in the images included with the question. This is one case where the boolean modifier would not be my first choice.
Another factor that may influence the choice of modeling methods, and in this case how, and even whether, to eliminate or suppress hidden Blender elements is the intended use of the final model. It may be that in the case of a model to be used as an asset in a game, that it can be detrimental to remove all of the hidden elements, because doing so sometimes causes unnecessary excess geometry that slows render times, and game performance. As an example, the default cube renders as a dozen triangles, two per side. In the second image of two cubes in Ray's answer, where booleans are used, the upper cube contains 16 triangles. So in game usage, it might be better to simply leave the cube intact and ignore the hidden elements. By contrast, however, if the model is to be used in 3D printing, removing hidden elements will be useful in removing non-manifold edges.
Three categories that techniques used in modeling can be classed into are subtractive, additive, and adaptive. The boolean technique that Ray outlines in his answer (and that I use myself in some cases) illustrates the subtractive method: part of the mesh is removed. But additive and adaptive techniques seem to be more commonly used in modeling. The casa.blend file referenced in the question is a good example of additive modeling; elements of the model are created by adding to the model. Another example of this is when a potter, while throwing a pot, adds a cylinder of clay to the pot to form a handle. But there is sometimes a disadvantage of additive modeling, which you have found and voiced in your question; it can result in superfluous geometry, which may need to be removed.
I think the solution to your question, though, lies in changing your workflow for the model. Rather than using additive modeling, with the attendant need to remove some Blender elements, I think you would be better served by using adaptive modeling, and eliminate the need for removing Blender elements by not adding them in the first place. So while I might start with a cube as you did in your casa.blend file, rather than creating your model by adding other cubes, instead I'd add geometry by adding loop cuts, extrusion, translation, and scaling, with the useful benefit that by doing this you do not add superfluous geometry that you need to worry about removing later.
Finally, it can be helpful to think about workflow for a particular model in advance, before you even delete or modify the default cube. This can even include drawing sketches of the proposed model to better visualize how to create the model, and decide where to create an part of the model by using additive modeling techniques, where to use adaptive modeling techinques, and where subtractive methods will be the most efficient way. Spending a little time considering your workflow methods can have large payoffs by reducing the time needed to to build the model, and spending less time cleaning up undesirable, superfluous elements.

After trying the nice add-on "booltron" via slice operation (as in the answer above) I still notice a lot of "non manifold" edges, and also overlapped surface.
I did try as well the add-on quad-remesher (v1.1 paid version), and the internal remesh modifier.
The first one works partially on complex geometries and the second works perfectly only on straight and without curvature mesh.
So for very complex meshes (as well for simple one) I try and suggest a different approach: export via STL then clean up in a system for 3d printing (some of them available freely online) and reimport them again. Not everything is inside blender but it works and save a HUGE work.
For the use inside blender there is an add-on to automate the proces of cleaning via Meshlab inside blender, "Meshlab Gourmet" (payed version). It's perfect provided you know how to use meshlab.
Hope it helps.


text:
Chest deformation low poly
This is my low poly
Here a shot

Don't look hands, i'm finishing it these days.
I would like to understand one thing, making me crazy.
I'm trying to check if my low poly was made well for animation (topology of vertices, the shape of muscles in particular the back the shoulders and the chest/pectorals)
Now it seems working all pretty well except one thing: PECTORALS and AREAS NEAR THEM
Here the situation

If i move my upper arms down the deformation is this one

Now it isn't so impressive but the mesh of chest goes inside the shoulder in point 1 and in point 2 it deforms inside the body. I have tried weight paint but i don't think it's the definitive solution. I have doubts for my mesh and vertices.
Now my question is:
1)Is a problem of topology? (i have followed a very useful tutorial for doing that in particular this picture) Too few vertices? I think 5800 for a low poly was too much^^
2)Is a problem of my mesh: did i make pectorals too bad, too large or something near the chest isn't right?
Can someone help me??
Here the link of my file

Download an already rigged character and study how it is done. It should be from someone that knows his stuff. A lot of tutorials are actually done wrong. You can try the gooseberry or sintel characters, they are free.

Can you give me a link? Thank you for the information

Start here: https://durian.blender.org/news/sintel-lite/, it's a fairly simple rig. For the gooseberry they are on the blender cloud and a video walk-through is here: https://www.youtube.com/watch?v=LLzCSzfQe8A

The gooseberry rig can be downloaded from here: https://gitlab.com/jpbouza/BlenRig

That should be a weightpainting problem.
As far as I can see you have more than enough mesh for the deformation in that armpit area and your geometry looks clean, too.
Weightpainting can be a pain in the butt and takes a lot of time to get it right.
I never weightpainted in Blender, but usually 3d programs can display the weights in different colors so you can see more clearly what's going on with your weights.
Hope this helps you a little :)

I tried to work with weight paint in blender and of course the colors help a lot . . . but i can only move the weight from a vertex to another. More weight here or less and so on . . .  The point is that these part of mesh should deform not stronger or waker . . . the deformation should be different at all . . . that's make me crazy. Anyway thank you for your answer

I have a thought. I once saw a tutorial for rigging in Cinema 4D. What the author did was add extra bones for buttocks and scapulas so they behave naturally and preserve volume. Maybe you need to work on your rig instead of the skin? Just a thought.


text:
Blender 2.8 Custom Orientations
I'd like to create a Custom Orientation and I'm looking for the little "+" sign in the Orientations dialogue box but it's not there.
I notice that if I click where it should be, Blender does create a new orientation.
Second question: How do I delete a Custom Orientations?
Kind Regards
Michael

Normally, the + sign is there. Could you upload an image of the dialog box you're talking about?

Hi Lemon
I've added an image in my question.

Hi. Can you confirm you're using official release? (2.80.75) as this + symbol does not seem to have any condition to be displayed.

Hi Lemon
Yes sir. Downloaded it just a few hours ago.

As you have clicked blindly and it works. Maybe a display only problem. To delete, select the orientation, a line with its name will appear on the bottom. Click on the right of it (this line in the bottom) to delete the orientation.

Hi again Lemon
I've attached the right click-menu and there is no option to delete.
The situation is the same for another PC I have.

Just seen your edit: the cross to delete should be at the bottom right. Use left click on it. Add a second custom orientation to see clearly what is happening when selecting one of them.

Could be the theme. My mum once set word text colour to white, after that all her documents were blank. Took a long time to work it out over the phone.

@batFINGER, we all share the same issues, it seems : )

Hi all
batFINGER was right: It all about the theme. The dark theme looks as it should, plus sign, X and all.
In Blender Light they're missing.

Here is a screen capture that can help to localize the icons:

I think you should try to reinstall and report a bug if this does not fix the issue.


text:
Is it possible to record/save the the Joint positions information (from the rig) of an animation?
Is there any way to save the the Joint positions information ? For eg:from the rig, how to get 3d position of the  body joins like neck, shoulder,knee,..etc of an animated character in Blender and how to save them?  I need the positions of the joints of interests saved in a file, corresponding to each frame.

Export the animation as FBX. https://en.wikipedia.org/wiki/FBX

Yes, I understand. But I need the positions of the joints of interests marked in a file(or image file), corresponding to each frame.

I am sorry, is there something wrong with my question?

@p.Neu python scripting could help (I'm not an expert), as in this other question: http://blender.stackexchange.com/questions/6483/how-to-export-armatures


text:
Why is object's location is same, ( vector (0,0,0) ) in all frames of animation?
I have imported a human model mesh, with armature and animated it with mocap. What I exactly need is the position of its eyes at different frames.
              for f in frame_numbers:

                    eye_ob = bpy.data.objects[model+':Low-poly'] #eyes
                    ob = bpy.data.objects[model]
                    REyeIdx=95
                    LEyeIdx=47
                    scene.objects.active = eye_ob
                    scene.frame_set( f )
                    scene.update()
                    verts= eye_ob.data.vertices
                    print("right eyes ",verts[REyeIdx].co) #--this prints same value in all frames
                    print("left eyes ", verts[LEyeIdx].co) #--this prints same value in all frames
                    print("model pos" , ob.matrix_world.translation) #--this prints vector((0.0, 0.0, 0.0))
                    print("eye pos" ,  eye_ob.matrix_world.translation) #--this prints vector((0.0, 0.0, 0.0))

I am getting same 0,0,0 vector for object and its eye's positions. The coordinates of a specific vertex of eyes remains the same throughout the animation( not 0 vector). What could be the reason?  How can I fix it?  I saw related questions, but did not help.

You need to look at the pose bone locations.

Yes, pose bone works. but i need eye's location in specific, also ears and nose!

Add an empty with a vertex parent.  The matrix_world.to_translation() "should" work on empty.

Sorry, I didn't get you. What should be empty? I am new to blender scripting

Add Object Empty and  Parent to vertex

Thanks, but would you mind writing few lines of code for this?

Is there any other way to do this?

See http://blender.stackexchange.com/questions/3462/vertex-coordinate-after-pose-change

@lemon thank you so much. I had tried different things, only this worked. :D  Thanks again!


text:
Rendering frames:Black and white instead of colour images, settings are RGBA
I am trying to render few specific frames through python, both depth and colour images. Script is given below. Output images of depth are correct but rgb images are black and white. What could be the reason, how can I fix it?
 .
render_layers = nodes.new('CompositorNodeRLayers')
output_file_rgb = nodes.new("CompositorNodeOutputFile")
output_file_depth= nodes.new("CompositorNodeOutputFile")
normalizer=nodes.new("CompositorNodeNormalize")
viewer = nodes.new('CompositorNodeViewer')

scene.node_tree.links.new(
    render_layers.outputs['Image'],
    output_file_rgb.inputs['Image']
    )
scene.node_tree.links.new(
    render_layers.outputs['Z'],
    normalizer.inputs['Value']
    )
scene.node_tree.links.new(
    normalizer.outputs['Value'],
    output_file_depth.inputs['Image']
    )
scene.node_tree.links.new(
    normalizer.outputs['Value'],
    viewer.inputs['Image']
    )

.
.
.

for f in frame_numbers:
     scene.frame_set( f )
     scene.update()
     output_file_depth.base_path = "D:/dep/"
     output_file_depth.file_slots[0].path="Imagede"
     output_file_rgb.base_path = "D:/rgb/"
     output_file_rgb.file_slots[0].path="Imagergb"
     bpy.ops.render.render(write_still=True)

It was because the textures are not imported. If you are importing models, make sure that textures are also imported before rendering

Try this

bpy.ops.render.render(write_still=True) ->
  bpy.ops.render.opengl(write_still=True)

Could you elaborate a bit on how this solves the problem and why?

I put my cursor on "OpenGL render active viewport", and blender tell me call that function, and I check the api https://docs.blender.org/api/2.79/bpy.ops.render.html


text:
Shoulder deformations
I'm trying to work out this shoulder deformation. I can't figure it out.

Is there anything wrong in my armature?
Should i add bones and keep more control of my mesh or use shape keys?
Here is my file blend.

First there should be a twist on the upper arm - so when the arm is rotated like that the twisting is distributed in the upper arm and not in the shoulder joint.

There are 3 bones in the upper arm

a control bone that the animator interacts with - the one with custom shape - goes through the whole upper arm. Has no deforms.
2 segment bones both parented to the control bone. The one closer to the shoulder has Copy Rotation turned off and a Damped Track constraint to the second segment bone

The twisting is done with blending bone weights between both segment bones.
The setup of twist is the same for FK rigs, IK rigs, and when there is FK/IK switching it's best to make it on the deform bones.

Second the motion of lifting the arm up is combined of raising the upper arm and the collar bone. The upper arm can lift about only horizontally, then the collar bone takes over and the whole shoulder raises. The lower the arm is the more the raising is done with the upper arm. As the arm goes higher, more movement is done with the collar bone. Having a smooth transition in both rotations is important for it to look natural.

CC attribution: www.sintel.org, model by Angela Guenette, rig by Nathan Vegdahl

Sorry I'm trying to create the twist on the upper arm but i can't find the way on blender. Can you give me an advice please?

@Fuboski Sure, pls explain what you struggle with - is it blending the bone weights?. You can also ask a new question if it's worth it.

Can you further elaborate on the bones setup? I'm confused as to how to setup the constraints. Or could you upload an example blend file with this rig set up?

@CPLTarun You can study and download the rig here: https://www.blendswap.com/blends/view/7093.

That rig is a bit of a confused mess, I can't make heads or tails of it.


text:
My armature deformations inexplicably 'pop', without any shape keys or other modifiers. What's going on?
When I rotate my armature in certain positions, the mesh lurches outward into strange positions.  I've already checked out my weight painting, and there's no other modifiers causing any issues -- what's going on?
What could be?
Modifier actived: armature//corrective smooth

Here a picture from behind

Here the file:

There's some 5+ connected vertices, but they're well placed, shouldn't be an issue.  Your issue is that under 'Curved bones' in your 'petto' bone have 3 segments.  You shouldn't need more than 1 for the upper chest area, for most normal biped stuff anyways.  So, 1.  Select 'petto' in pose/edit mode 2.  Goto Properties >> Deform >> Curved bones. 3. Set segment number from 3 to 1.  This will solve the pop-issue your experiencing.

You are a genius . . . sorry i don't wanna to waste your time but can you exaplin why it works?

If you really want to have 3 segs, you can also select 'Multiply' in that same deformation tab.  I don't see too much of a difference in deformation granularity, but then again, maybe your doing some high-res stuff.  I don't know everything.

I'm no genius, I just had this problem before, and it took me forever to figure it out the first time it happened to me :P  In all honesty, I have no idea why the segments work, and other times don't work.  It probably has to do with the interpolation of certain rotations its getting from the original bone, but I'm not sure.  No clue about multiply either.

If you don't mind, I'm going to edit your initial question.  This is actually a common problem that many riggers (especially coming from other software) have a hard time solving.

When in doubt, check out the various settings in Properties >> Bone Settings >> Deform Tab.  If there's more than one segment under 'Curved Bones', try dialing it down to 1.  While sub-dividing curved bones can lead to higher-resolution deformations, they are also problematic, and hard to trouble-shoot.  If you really want to have those high-resolution deformations, try selecting 'Multiply' on the deformation settings for nearby, connected bones.  Also do lots of testing before animating.

authors: Александр Муртазин


text:
Problem of selection after a subdivision surface
I can't understand why, after the apply of my sub surface, when i try to select all the mesh with a, the result come out is very weird (never seen before). From this

Clicking a

This is the file. Try to apply the modifier and select all the mesh with a. What could be the problem?

I can't figure out. Thank you

There is no problem with selection, but with so many edges, the edge info : Length looks messy.

You just need to deactivate it.

Oh . . . i fell stupid right now . . . thank you so much


text:
Blending bone weights
This question is related with another one, posted few days ago, dealing with Shoulder deformation.

As the gif shows, to create a natural rotation of the upper arm the twisting has to be distributed in the upper arm and not only in the shoulder joint.
My doubt deals with this sentence: I clearly understand the logic behind, but I can't realize it in blender. I'm trying to find information about "blending bone weights" but until now I haven't found anything.

Each bone in an armature deforms only a part of the mesh - so each vertex of the mesh has to know how much each bone influences it. They are just vertex groups with the names of the bones, but are called bone weights because of what they represent:

They are created automatically when binding (Set Parent CtrlP) the mesh to the armature with automatic bone weights:

The vertex groups will be generated only for bones that have Deform enabled in their properties. If you later add bones to the armature you can re-generate the groups again with binding the mesh again with the same parenting action.
But usually you can get better deformation if you edit the weights manually. That's done in Weight Paint mode. You can view the bone weights and paint them with brushes - and thus control precisely what and how each bone deforms:

You can select them from the vertex groups list or better select some bone in pose mode, then shift-select the mesh and go into Weight Paint mode. You will see the weight group for that bone. You can also move, rotate and scale the bone with G,R and S keys to see how it deforms while you are painting. You can also select a different bone without leaving Weight Paint mode with ctrl-selecting another bone.
There are also tools to specifically help with weight-painting under the Weight tools in the Tool Shelf.

The Weight Gradient tool is very good for making linear weigh transitions - to linearly blend the influence between two bones, something that will make nice weights for the twisting if you wouldn't be happy with the automatic weights.

Thank you mate.... seems to be really promising, I've already tried with weight paint but it's the first time I have to deal with Weight gradient... any suggestions?

Do you think that the weight paint could be an useful tool even if we are working with a low poly mesh?

@Fuboski Yes, useful also on lowpoly mesh - it is also easier because there are not that many vertices to paint. The automatic weighting works well enough in most cases, but sometimes if you smooth the weights with blur brush or adjust the influence in problematic areas the deforming can get way better.


text:
Problem of distorsion using the displace modifier with an external displacement map
Here my mesh, a simple tunnel with 2 modifiers :
1)  Subdivision surface
2)  Displace Modifier

In particular the displace modifier is created with the default library of Blender, Clouds like the image above shows.
Now i have imported this seamless map below and i want to use it instead of Clouds. There it is:

This is my workflow:
1) I upgrade my definition with sub. surf. modifier, getting almost 200k vertices (this new displacement map need a mesh with more resolution in order to have a decent result).

2) I apply the sub modifier.
3) I select all my mesh in Edit Mode and I used Smart Uv Project for having a Uv Map with these stats below.

4) I open the displace modifier and insert the new displacement map. Here the stats I used:

The final results is pretty decent but there is a problem: there are 3 seams, that I underlined in red.

What could be the problem causing this distorsion? I tryed with many seamless texture and there are always these three lines.
Is there a method to fix it?
Here's the file, just in case

Thank you!!
EDIT: the problem could be created from seams of smart uv project. I tried with the unwrap and the results is this:

There is a way to fix it?

One small note is that unless you really have to, don't apply the subsurf. There isn't any advantage to apply it (in this case).

I apply the subsurf cause i need the uv map of my high poly mesh, otherwise how can i create the uvmap? From the initial mesh? Does still work with the displace?

I see no reason why it wouldn't work just on the initial mesh.

Yes it's better; thank you @RayMairlot so much! I have just tried. Any advice about that lines; for sure are the seams of smart project view. i have already tried with the unwrap and where are the seams, there the lines. I edit the question

Just make one seam along the whole tube (not around). Simply unwrap it. You should get a square. If it matches the whole UV space it will be seamless.

The problem is that I have not a cylinder but polygon with 9 sides, one of them flat. If i use this method my uv map overlaps and has many distorsion; Are there any different path?

@Fuboski I have changed my answer. It is a little short since I am at work. If you want more details I can give them later.

Yeah that pretty works!! Thank you so much @Gunslinger !! I would like to ask you this last thingh . . . If the target is to create a uv map that matches the whole uv space in order to be seamless (that means the uv map must become a square), It will be possible in Blender, whatever will be my uvmap after the unwrap, modify and adapt it like a square? Is there any addons or technique?


text:
freestyle no working on mesh
My question is rather simple: why won’t rendering with freestyle work on my mesh. I have checked my preferences. Also I can’t find any fault on my mesh, although I suspect that is where the problem lies. I just can’t figur out where to look.
please?
PS. The blender file is here:
DS. What I want is for all the lines in the picture (in wire frame mode) above to be rendered with free style lines.

Can you explain what you are not satisfied with? Isn't freestyle tracing the lines? All or some of them? Please add some picture describing the issue in your question

no problem with the file its render in freestyle look the result http://pasteall.org/pic/index.php?id=120212

Ok. I chose render preview and the lines didn't show there. When I render properly they do show. But the issue now is that freestyle only tracks the outer contour but not the lines of the arms. How do you fix that?


text:
2D animation rig
I’m doing a very basic 2D cut out animation with a simple rig attached to it. But the bones are sticking to my planes in irrational ways (for example the head bone seems to move other planes besides the head). What is it that I’m doing wrong? I’m on Blender 2.78. I'm attaching the blend file

https://blender.stackexchange.com/help/someone-answers

A simple fix.
Have you ever heard of weight painting? If you haven't, search it up.
That is what is wrong with your model.
For each plane you will need to one by one repaint the bone weights. Painfully slow, but simple all together.
If you go into wireframe mode whilst doing this you will ensure you dont miss anything.
Good luck with your project and I hope I helped,
BFB

Ok. I'd realized I could do what I wanted by using "set parent to bone". I'm not quite sure I understand the advantage of weight painting. What does it do?

It allows you to move individual vertices by bones with varying influences. It's vital with 3d rigging to create realistic animations.

Ok. But this is 2D so I guess parenting to bone will do for now. But thanks anyway.


text:
Object does not show in render port
In my animation, one object simply wont render. I looked at a lot of answers about this issue, but it wont solve my problem.
I'm on Blender 2.78. I've tried to open it in Blender 2.79 but the same thing happens there.

Everything's showing up in 2.82.7 You don't have any lighting in the scene except the grey environment...maybe adding additional lights could help.

No. I don't want light and shadow. Besides, all objects show except one. So there has to be another solution. But thanks anyway


text:
Animating object affects other objects

I’m trying to do a very simple text animation, making letters move in 2D. So in this example, I want to move the letter ”p”. So I click ”p” and then press i, move it into another position and: all the other letters are stacked on top of each other! I'm on on Blender 2.78
Blender 2.78
Windows 10
computer: Aspire A315-54K
x64-based PC
Intel(R) Core(TM) i5-6300U CPU @ 2.40GHz, 2496 Mhz, 2 kernels

hello, could you please show some pictures or even share your file? https://pasteall.org/blend/

did you ever make a simple animation? please tell us your "grade of experience" because otherwise you get an answer which you might not understand.

make all objects selectable again...(would be nice if they were selectable when you upload your file so we can work with it and don't have to make everything selectable first. You are searching for an answer so you should make it easy for us to help...)

open panel "nonlinear animation"

right click on the left panel and delete empty animation data

select the object you want to animate

Hit I to insert keyframe -> location

move to another frame

move your object

Hit I to insert keyframe -> location

run animation -> works

Sorry about the unconvenience. Well, I go to the NLA, but there is nothing there. And I can't choose anything by right- or left clicking. Do note that I am in 2.78

that's why i asked...how much experience do you have? you wrote: i tried it in 2.93 -> so try my solution in 2.93

Sorry. My experience is slight I'm afraid. Your solution works is 2.93 just as you say. But I really like to work in 2.78. :-(

i am sorry, but my experience in 2.78 is zero....i cannot help you there. I even don't have that version....but PLEASE update your question to make it clear that you want a solution for 2.78. So nobody else has to waste his time for nothing....

It does say 2.78 in the specs. But thanks a lot for taking your time!

Yeah…after you edited it was clear, that’s right. Don’t expect any help from me anymore…good luck for finding other helpers who read this and know now how you behave!

And everybody else can see how thankful you are by hardly checking any answer as right answer. That’s how you are!