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Can't get tree branches perpendicular to trunk with geometry nodes
I am using geometry nodes to build this tree. The problem is that the tree branches sprout vertical and parallel to the trunk.

These are the random points that I have on the trunk via geometry nodes. I need the branches to grow perpendicular to these points.

can u provide blend file?

you can do it like this:

i just took an icosphere and some cylinders to show as an example. If you want help with your blend file, please provide it. Thanks.

This solution is so clean. Yesterday I've done something similar but I had to use the Align Euler node.

But, I aligned instances to faces, so I think I'd still need the Align Euler node then.


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UV-Map does not show on bevels
I am pretty new to blender (2.93.5). It took me pretty long to model a soda can, but finally, I made it.
In the next step, I wanted to map a picture onto the surface of the cans. I already applied a material node and the image shows on the can. But unfortunately, the image does not go around the bevels on top and bottom of the can. What do I do wrong?
Thanks for helping me.
cheers
Jan

hello, there must be a problem with your unwrap or your image, please pack your image (File > External Data > Pack All Into .blend (or Pack Resources in Blender 3) and share your file here (upload and copy paste the URL): https://pasteall.org/blend/

https://pasteall.org/blend/60a47140c1264eb381d276ee3e051e71

I hope the link works?

I suppose your problem is bad unwrapping. First select all in Edit mode, choose a front view and unwrap again with the Cylinder Projection mode:

Make sure that you've enabled the Scale to Bounds option in the Operator box:

You end up with that:

source: Stack Exchange

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

sort: votes


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How to implement radius in a geo-nodes curve modifier?
I was looking at @RobinBetts excellent answer in how to bend geometry with geometry nodes and trying to edit it to recreate full curve functionality, but I'm getting stuck with handling the radius property of curves.
The best I've managed to do so far is this:

where I'm creating a line mesh from the curve (so that I can transfer radius by index), and then using that to transfer the radius by length along the curve to the rest of my nodes.  In addition to feeling very clunky, this creates a few problems:

The radius doesn't interpolate along the length of the curve-- I'm just getting it from the nearest vertex on the line, which is getting it from its corresponding curve control.
I could subdivide the line and transfer it to create some interpolation, or I could create some geometry for the line to get linear interpolation, but even if I do that, I won't be acquiring the actual radius from that point on the curve, not a radius that uses whatever interpolation mode is set for the curve, the way that I could with tilt.
Are there some other, better ways to create a curve modifier that uses the radius of the curve?
For convenience,

which is almost entirely Betts's work from the link above, just my current, screwed-up radius implementation (and some simple bounds-clamp+stretch stuff.)

the Simple_Spiral "has" already that weird radius. Is this intended? [1]: https://i.sstatic.net/IHctV.jpg

@Chris It was just me testing the radius for purposes of the GN modifier.  The radius is fine; it'll be smooth if you set the curve to bevel (although weird looking.)  The problem is the deformed mesh failing to interpolate that radius.

Ok, thanks for the info

I don't think I can do any better than what you have already tried:

Collapse the mesh onto the curve
Sample the radius of the curve on another branch, from a separate conversion to points
Attribute Transfer the radius from the other branch to the mesh, and scale the mapping by it...

.. but the points at which the radius are sampled are not the points onto which the mesh has been collapsed, and the transfer does not interpolate. So you have to over-sample the curve's radius to reduce sampling errors.
The over-sampled result is OK, but suffers from a second problem: no matter what you set the radius interpolation of the curve to in its 'Geometry' panel, it's 'Linear' like all other fields, when imported into GN....

... and you have to figure out the over-sampling yourself, if you want to be economical....

I think we just have to hope that Sample Curve returns  Radius, as well as the other attributes, in a future revision of the node. That would avoid a lot of wearying hackery, in this, and other cases.

+1 .................

@Chris ...............  I promise I'll try to avoid answers involving this group in future... ;)

i don't understand...!? why? what group?

@Chris I thought the dots were a reference to the mileage I was getting out of the curve-deform, as previously discussed :)

Thanks for taking a look.  I think it's probably the case that this just can't be done better than by sampling as many points as you can afford to.  I'm going to leave the question open in case future GN changes make better solutions possible.

@Nathan You never know, someone may come up with something in the meantime. I hope GN development results in a minimal but complete set of nodes, good elementary  tools, enough for folks to compose their own groups for most anything they want. Hacking is tedious, but so would be an encyclopedia of 2000 nodes.

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


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How to change Grease Pencil stroke color at creation time in Python (2.93)
I'm using Grease Pencil to draw a cuboid on top of an existing scene. I'm then rendering it in Cycles.
How can I make the stroke to be of red color? (currently, it turns out light gray) I've tried setting material_index, but I guess I misconfigured my material. How can I do it correctly?
Also, what units are line_width?
Thank you!
def draw_line(gp_frame, p0, p1, line_width = 10000):
        gp_stroke = gp_frame.strokes.new()
        gp_stroke.line_width = line_width
        gp_stroke.display_mode = '3DSPACE'
        gp_stroke.points.add(count=2)
        gp_stroke.points[0].co = p0
        gp_stroke.points[1].co = p1

    verts, edges = ..., ...
    bpy.ops.object.gpencil_add(location=(0, 0, 0), rotation = (math.pi / 2, 0, 0), type='EMPTY')
    gp = bpy.context.scene.objects[-1]
    gp_layer = gp.data.layers.new('gplayer', set_active=True)
    gp_frame = gp_layer.frames.new(0)
    for u, v in edges:
        draw_line(gp_frame, verts[u], verts[v])

If you have obtained this script snippet from elsewhere, please provide a link.

Originally, I used the code from https://towardsdatascience.com/blender-2-8-grease-pencil-scripting-and-generative-art-cbbfd3967590, but then simplified it a lot

I came up with the following solution (note create_gpencil_data, grease_pencil.color, use_lights):
    material = bpy.data.materials.new("mymaterial")
    bpy.data.materials.create_gpencil_data(material)
    material.grease_pencil.color = (1, 0, 0, 1) # color red

    bpy.ops.object.gpencil_add(location=(0, 0, 0), rotation = (0, 0, 0), type='EMPTY')
    gp = bpy.context.scene.objects[-1]
    gp.active_material = material
    gp_layer = gp.data.layers.new('gplayer', set_active=True)
    gp_layer.use_lights = False
    gp_frame = gp_layer.frames.new(0)
    for u, v in edges:
        draw_line(gp_frame, verts[u], verts[v])


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How to make procedural crackles with lines starting on edges?
I'm trying to generate procedural crackles. Every tutorials I've found about that are using Voronoi with distance to edge. The probem with Voronoi is the crackles are generated following this pattern where each line starts from a summit:

Instead of that, I would like the lines to start on edges like in this picture:

Could you edit the question and share a sketch how precisely it would need to look on a mesh?

Yes I admit it was a bit confused because when a line starts on an edge it creates a summit of course. What I want is to have more "T" like intersections and less "Y" like.

Voronoi + Brick Texture
To achieve some interesting results, a starting point could be trying to slant  cells of brick texture.
I tried 'wrapping' a Brick texture on the distance and position of one or more Voronoi Textures to distort it.
The results are a step in the right direction but not as geometric as your example.

Blender 4.3.1

To address the problem expressed in text ignoring the sketch where there are additional direction changes in the lines you could add some lines made with wave texture and then rotated randomly per voronoi cell using the "color" of same voronoi, but in F1 mode for the rotation:

Not sure if you wanted the direction changes as well. It's possible to add them as well:

This is only similar to the sketch though, because one would probably need to draw lines individually with some probability for them to change direction and then terminate when they encounter another line, or something like that. It might be possible to create a more precise pattern in geometry nodes.

Dour comments aside, your revision is good.  I will upvote it.

Still not perfect though. It will not replicate the pattern one could draw by hand precisely.

Another method using the shader editor is to create two groups of voronoi cells. One voronoi cell group is 3x bigger than another cell group of voronoi.
The intersections of the smaller voronoi cells will partly be covered by the larger cells, and they will fill the 'mortar' or spaces in between the larger fragments.

Blender 4.3.1

Your answers don't really match the sketch of desired result at all.

This question does not have an answer exactly like the sketch, yet.


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I am trying to animate an object with a very simple animation but it does not work
I am not very good at blender but I know the basics.
I am trying to make a simple animation in Blender. I add the keyframes, and play the animation, however, when I play the animation the keyframes between the main keyframes, does not seem to play or happen.
I have searched for this problem, but i could not find any helpful answers to my exact problem.
Edited:

On the first frame it looks normal, but it is after the first frame that the problem occurs

On this screenshot, the cube is still at the original place but it is further in the animation. Lastly

Here the cube has finally moved, but it teleported there instead of "moving" there.
What do I do?

We're going to need some more details to have an idea of what's going on in your particular case.  Please include some screenshots of what is wrong and maybe an illustration of what you would like to happen.

I think you accidently set your animation to constant interpolation(documentation).
You can make the cube move(not teleport) by setting interpolation by setting interpolation to linear or bezier. To set the interpolation, select the animation point or points(Diamond shape in timeline), press t and select linear or bezier.

Maybe you've chosen a Constant interpolation instead of Linear or Bezier, it makes the object jump from position A to B. Open the Dope Sheet to check, if I'm correct there will be a green light between the keyframes, which means that the interpolation is constant. Press T to switch to other interpolation modes, or header menu > Key > Interpolation Mode.

Here is what it gives in the Graph Editor (press CtrlTab) to switch from Dope Sheet to Graph Editor. As you can see the object will jump from position when keyframed:

Thank you very much, it worked :D


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Fluid simulation with a visible image inside the liquid
I would like to be able to see an 'image on a plane' inside a liquid with viscosity in (fluid simulation).
I have seen a few tutorial without much chance.
Screen space and reflexion is turned on in the material and in rendering.
Do you know all the parameters needed to do that?
I am using eevee
We should be able to see her feet.

Can you attach screenshots of your result and materials? And which render engine are you using?

I am using eevee. I just put a picture (modified) for you to see. Thank you.

It works now... Refraction depth was too much on... thanks anyway..

Glass refraction would look much better in Cycles


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How to project an image/video on a moving object?
I would like to project an image or a video like a real life projector on moving objects.
Is there a picture/video projector like a light source?
With the old version of blender we could use a spot image instead of a colour.
It is not the case anymore in the newer version.
Do you know how to do it?

Actually, this is still possible using cycles in the spotlight with material nodes. There is some math you need to do with the vector so that the image comes out straight, but it can be done.

Thanks I was with eevee.. I will try cycles


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Hiccup on looping lego walk cycle
I have noticed that’s this topic seems to be a common theme but what ever I have seen on other questions doesn’t seem to help. My character starts in the middle with his walk cycle and using math walks perfectly, and when he restarts the cycle I just move the master bone so it mirrored the spot he was last in. He doesn’t jump or anything the issue is when viewing it on a really low frame rate you can see a slight pause. The key frames for him stopping and starting again have the same look so is the issue that the key frames need to be changed? If so how, I can’t figure out how to change them and still have the animation play!
Thanks for your help!
I had to re animate the character so his upper body is not animated!
EDIT : Here is my Blend

EDIT 2: Between these two images the character is in almost the same spot and so I think this causes the issue, I just don't know how to solve it!
I have to reset the master bone so the animation can be a cycle and not me animating over and over again. This image below shows the keyframes and the ones that double up every time is where it resets!
Thanks so much for your help again!

hello, please share the armature with its animation: https://pasteall.org/blend/

Done! The Link is Up above!

are you sure you've shared the right file? I can't see any character nor any armature, please simplify as much as possible, only share the armature, or armature + character if necessary

Ack the issue might be that I have the zmbx mecabricks blender addon so I don’t m or if that changed anything, and I use epic fig rig for the armature.

I edited the post again to show more info and make my problem clearer.

could you please share the file with only the object and armature (or at least the armature), I couldn't find them in the original file

Sorry thats what I did already but I will try it myself

I downloaded the blend and everything showed up and was there! I don't understand what's wrong sorry.

maybe it's a linked object (not sure)?

I use this for the armature, https://github.com/BlenderBricks/EpicFigRig

And this for the shader for the legos so they show up, https://www.mecabricks.com/en/shop/product/2

I don't know why I can't see your object, I hope someone will understand

As you already mentioned (Edit 2) the hiccup is caused by 2 (or more) frames that are very similar when you move the master bone. A solution might be to shorten the walk cycle by one frame as described here: How to create a seamless animation loop in Blender?
In addition, the motion of the body does not appear to be constant over time. In some frames, when the legs are apart, the body has a fast forward motion. While it barely moves forward when the other leg passes the standing leg. This creates that "striding like at a wedding" effect. Maybe you can fix it by re-arranging the keyframes/poses.

I am not an expert on animation but I think you can create an action for the walk cycle and repeat this action in the NLA editor. So you don't have to animate it over and over again. Have a look here:  How should an animated character be moved while repeating a walk cycle?

The issue is that the frame before I move the master bone needs to be that way so that the legs don’t get all messed up and get ruined, when the frame rate increases it becomes harder to notice. The frame after is the positions reset.

I fixed my problem, i redid the entire animation and when I did the frame before needs to have the leg a little farther back I believe.


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Make Object Fall Over Correctly
So I have a small shack made out of Legos in blender that I want to animate to fall over, the only issue is that the z rotation doesn't work as expected. Here is a explanation in pictures.

This First Picture just shows my little shack, all the legos making it there need to fall.

In this picture I thought that rotating around the z would help solve the issue, nope it moves the same way moving around the x does! I can make the brick sit where it is supposed to but when you play the animation do to all of the different axis movement it does a pirouette in mid-air, I just want it to fall flat.
Thanks for your Help!
EDIT: Here is a simplified blend, the walls fall in and then need to tip and fall over.

EDIT#2: That totally works for rotating the object in the correct manner, thanks Markus von Broady! But the issue is when I put a keyframe into the animation, this happens.

So its all good except for it swings out to the side in the animation! Do you know how to fix that?

So you want to create an effect like a stick standing vertically falling to a horizontal position?

YES exactly what I would like to do!

So how would you go about doing that? I am totally stuck!

Sorry, I didnt get it ... you are using Rigid Body simulation and parts are not responding to your expectations? We would need to know more about your setup. Can you share your simplified blend just with parts needed to replicate the issue http://blend-exchange.giantcowfilms.com

I edited the above post to contain the blend. Its a pretty simple little animation and I am really thankful for your help!

Without downloading the thing, suggest the issue is due to the other rotations ie  (180, 90, z) See https://blender.stackexchange.com/questions/193429/why-is-my-object-rotating-oddly  (possible dupe btw).

so empty vs quaternion? Thank you so much for your help!

Or apply the rotation, eg make standing up rotation (0, 0, 0) then use method of MVB below, or change order of euler, make the one you are rotating first eg ZYX (but without having file that's a bit guess-ish).

On your second screenshot we can see the gizmo showing 3 axes:

The green Y axis is cut off and goes up/down (the letter is up, so the Y coordinate increases up and decreases down), X axis goes right/left (increases towards the right), and Z is in middle - because it goes towards you / away from you.
Rotating something around an axis is like pretending there's a real, physical axis going through that object, think of a wheel in a car and how it rotates around its axis. In other words, if you choose to rotate around a particular axis, every point of the object will remain within the same distance to the axis during the rotation.
  rotation around Z axis; all vertices stay at same distance (and in this case they share that distance which is the same as the radius of the black circle)
It seems you either want to rotate around the red X axis or green Y axis:

But since you want to make it flip over, with the lower end not moving, you need to move the axis of the object around which you rotate. All axes go through the origin point, so you move the X or Y axis by moving the origin point. Keep in mind the green and red lines in the viewport won't move, as they represent the X=0 and Y=0 in the world coordinate space, and not object coordinate space:

The effect is the same as if you moved the mesh (in Edit Mode) up to be above the XY axes (both local and world as in this case the origin is at 0;0;0 coordinates):

Keep in mind you don't actually have to modify the origin/mesh of the object. You can position your 3D cursor wherever you want and rotate using this cursor as Pivot Point, instead of Origin:

For a still image it doesn't really matter which technique you use, but for an animation you might run into different problems for each, so I recommend to try each of them and see which of those problems you like the most. Often you will use empties and parent your objects to them, for an additional control.

Thanks that is very informative, the issue with that attempt is that it totally works by pivoting the object the only problem is that the animation spins and does loops! Should I try to put key frames to make it fall down?

I edited the main question to further show the issue I am facing.

The x rotation is equal to 180 degrees meaning that it does the weird flipping animation.

I have seen your question and the solution is quite simple. Press Shift+Right  CLick and set the 3d cursor to at the bottom of the lego. Then, go to the object setting and set the Origin to the 3D cursor, and then it will be set there. Now, try rotating it, it should work. You could alternatively use physics, but I don't think the RAM that will be eaten is worth it.
Hope it helps

Thanks that’s exactly what I need!

So that in theory should work but it doesn't, It still spins and then it also messes up all of my animations for that object. How would you use physics?

I just want the animation to interpolate straight down instead of to the sides.

so, you want it like a stick falling straight without bending, like just straight?


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How to create an silhouette/outline mask
How would you go about creating a mask ONLY of the silhouette/outline of your mesh?
I want to use it to fade the outline of the mesh into transparency but using popular methods like the fresnel into a greater than math node will also affect e.g. the nose of my character even though I only want to fade the silhouette. I essentially want an even white line/gradient from the silhouette of the model going inwards.
Can you use geo node for something like this? Maybe have somehow compare vectors of the mesh with that of the camera view? Don't know how to proceed. Would prefer a non geo nodes solution but I'll take any.
Thanks a lot and here is to hoping we can figure this out!

Soo after a lot of research I have found two viable solutions for this.
First one, not really practical but will still work:
For this you will create a cryptomatte in compositing and feather the edges of said cryptomatte with a dilate/erode node and save those images in a dedicated folder via a file output node. If you need the actual outline, use the subtract output from the attached picture, if you want to use it as a mask it's cleaner to use the marked mask output.
You can then import that image(sequence) in the shader editor and connect the texture coordinate output "window" to your vector input in the mapping node. Fun Fact: I found a bug that doesn't allow you to use cryptomattes when using the Blend Mode: Alpha Blend, so make sure to set it to Hashed or Opaque.

The other, and easier method is to use goo engine. This is a custom build optimized for 3d anime in blender. It has a node in the sahder editor called "curvature" that allows you to give objects outline a mask - in realtime without rendering the cryptomatte. To install this follow this reddit post, it sounds daunting but it's a really easy step by step requiring no input other than a few clicks and some copy pasting. You essentially download and install their version of blender. https://www.reddit.com/r/blenderhelp/comments/ywupnw/how_do_i_build_goo_engine/
You can also go to goo engines patreon and buy a built version there for 5€. It will be the same result in the end but the patreon supports their work.
For objects with flat surfaces such as cubes it may be better to use the first method, depends on your needs. Feel free to ask if you need help at any step.
Another edit: So, I came across the raycast node in geometry nodes. Compare the raycast of your original geometry with the geometry of an object that was scaled along its normals. You will get an outline, maybe you can blur this further to get a better result, but it's a start. You could then send this to the shader editor via attributes. BUT this isn't nearly as good of a version as the cryptomask.


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How to use textures to influence point density node?
I want to take the shape that is being output by the point density node and displace it with other texture nodes, as described in Gleb Alexandrovs talk about Nebulae:
https://youtu.be/4w8_SBxCOxo?t=814

Whenever I try to do that it doesn't work as expected and it just displaces the whole volume and ignores the shape.

I have also tried using a mix color node to make the influence gradual but it still completely ignores the point density node.

What am I doing wrong? I know displacing the vector input of one texture with another usually lets you influence it, instead of completely replacing it. And their talk proves that it has to work. Would appreciate any pointers/help.

You're right, you do need to displace the vector coordinates.
Just make sure you start with some actual coordinates to displace.
Use a Texture Coordinate node (Object output) and then mix your noise with that. (For some reason, Linear Light works great for this.)


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Hide instance (original) light while keeping the instanced versions
I've created a lightchain. For that lightchain I need a point light at every "bulb", as an emitting material is too weak of a lightsource. To achieve this I have created an array of planes that follows the curve of said lightchain.They are within the lightbulbs and they are hidden as shown in the instancing tab of the screenshot. Each plane instances a single point light.
The problem is, that the original point light can not be hidden in the render, without the instanced lights also being hidden.
The only way I can get this to work as I want it to, is in the viewport (render preview). By simply hiding the original light in the outliner. Trying to do this in the render disables not only it, but also every instanced light. Meaning either all of them, including the origin, or none of them are shown in the render.
I can not move the original light, as that changes the position of the instanced lights. How do I fix this? The only other way I came up with is to make the instances real just before rendering, and then hide the original lamp, but that is more of a workaround than a solution to the problem.

Hello :). Just place the original light into a separate collection which you then disable (uncheck the box).

did you ever try to use emit material with strength 100 and set check to bloom? If this is not light enough i cannot help you....

Unclamping indirect light should make emissive materials better, I think

@Jachym Michal I tried putting it in a seperate collection, but that just disables all the lights.

@Chris As far as I know bloom isn't available in cycles, right? only through glare in the compositor.

@Allen Simpson I have yet to try setting it that high, but I'd like to use the point light method as that gives me more control over the brightness.

@Poppi: i did not see anything that you did this in cycles....so i assumed it was eevee ;)

@Poppi: well...i downloaded your blend file: it is eevee ...but you are asking for cycles? ah...well...ok ;) and yes, bloom is just in eevee

@Chris That was my bad, this is my first post and I thought I'd only export the lightchain so no one has to fight through the entire scene and it is clear what my problem is. I should have set it to cycles but I forgot, sorry.

Which Blender version do you use? In 2.92 it looks like the 2nd screenshot, the original light is not rendered (Cycles) but visible in the viewport

I've found the solution for this. Move the origin of the parent object where you instanced the light. This way the original light will move following the origin of the parent but the instanced light will stay in place.


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Can't get particles to shade smooth
I'm instancing 2 particle systems on one object. I'm also using the data transfer modifier to get custom normals on the same object. But to use that modifier I have to enable autosmooth.
That's where the problem is, if I use autosmooth it will shade flat, but I need the custom normals to get the correct lighting/shading.
My result

His Result

Here is the .blend file:
*Problem occurred while following this tutorial:
How to Create Ghibli Trees in 3D - Blender Tutorial (LightningBoyStudio)
No one else seems to have this problem, I've tried for multiple hours now, redone the tutorial three times, googled but none have given me any answer. Only through testing did I narrow it down to what I described above. Is there a solution to this, as the person from the video and all comments clearly didn't have that problem?

Can you add a screenshot of your result? If I open your file the object (part of a Ghibli-style tree) looks like the one in the video ... https://youtu.be/DEgzuMmJtu8?t=652 ... I am not sure what's wrong.

@Blunder I added the screenshots. The problem is that his shading is smooth while mine is flat. It makes the shadows look unpleasant and blocky while his aren't.
https://youtu.be/DEgzuMmJtu8?t=997 You can see that at this part of the video


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what is this floor reflective shading texture?
what is ths reflective, glossy, smooth white texture?
Kindly help me answer steps to create this white reflective texture

Do you mean the texture with the Playstation Logo? If yes, I think nobody can tell you but you can try to recreate it if the picture would be better in quality.

Hi, I mean the white floor that can reflect object


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Problems with HDRI map
Hi i have a pretty nice render in the viewport but when i turning on the scene world check it's differ from the viewport (obviously, im copied the default hdri map from the blender folder (night.exr) i tried to edit the settings but they are not change anything help pls.

Does this answer your question? Render looks way different from viewport render mode. How can I fix this?

I guess you are trying to use an Image Texture node instead of an Enviroment Texture node, recommend follow the steps in the link above and see whether that fixes the lighting.

Im already using the environment texture node

Cool. However, as it stands we can only guess what you're doing wrong. Did you follow the guide? https://blender.stackexchange.com/a/179977/31447 Still nothing? Otherwise I'd suggest share your blend without the model, preferably using: https://blend-exchange.com/

Sorry, but i can't share with you my .blend file, can we solve this problem by using screenshots? Can you name what screenshots you need?

Why not? Just delete the geometry in the blend and share it, the only thing we are interessted in is the Environment (World Settings) ... Again, did you follow the guide?

Yes, i followed the guide

I have textures which was imported from Substance painter, send it?

Textures have nothing to do with the overall lighting of the scene (the HDRI).

check the edited question

I cannot really see it in the screenshot because it's so dark... is the sphere completely surrounded by a tunnel or something or is it "beneath the open sky"?

surrounded by tunnel

If you want to match the preview just disconnect the principled volume node in you world shader, see: https://i.sstatic.net/d1vPa.png However, you don't need any hdri at all because your "scene" is enclosed by geometry and the light send out from the hdri is blocked by that.

thx so much, u really helped me

As you might see by now, impossible to figure out without a screenshot of your world shader or the blend file. I recommend put more effort into your questions, remember that only you have access to your scene, only you know your exact setup, settings and what steps you took to arrive where your are now: https://blender.stackexchange.com/help/how-to-ask

Thank You for sharing the blend file @someone12512
This is what I found
1. Rendering just as is, this is how it looks like as you might already know

This is your world node settings, as you set it up

2. This is what it looks like when I changed the settings

This is what I changed

So, I guess the problem was with the volume node connected to the world
You can try different values or even create a cube and let it be the volume, idk how that could change things... But this is what I found
Hope it helps


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Cant find Modifiers
I am new to blender and I am using the newest version. Trying to follow the blender guru's tutorial for the donut scene. I found a hotkey online for subdivision surface because it wasn't available in the list of modifiers. But I haven't had such luck with finding a hotkey for solidify but it is also not including in my list of modifiers.
When I tried looking for subdivision surface, the object was a torus. Ctrl 1 worked for this so I was able to move on but it wasn't on the list of modifiers.
Now I am trying to add thickness to the icing on the donut, which is really half of a torus, solidify is not on the list of modifiers.

https://docs.blender.org/manual/en/latest/modeling/modifiers/index.html

The modifier list is based on the object type. You might want to edit your question and add some more information about your scene. You can also add screenshots.

Select your object and click the spanner/wrench in the properties sidebar and then the Add Modifier dropdown:

The Solidifer and Subdivision Surface entries are arrowed below:

My modifier options do not have solidify or subdivision surface.

As methaphor_set commented totally right:
The modifier list is based on the object type.
So e.g. a lattice does not have a subdivision surface modifier.

a light has no modifiers at all

so you should improve your question and tell us which object you have selected.

Yes indeed. If it hadn't been 1am here when I posted my answer I'd have remembered to add a sentence to that effect! :^)

You don't wanna know how often i had to delete my answer because i didn't look or read the "right" things.... :D


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Changing addon folder name
how can i change the name of an addon folder?
If i change it directly in Blenders Addon folder under "C:\Users\timma\AppData\Roaming\Blender Foundation\Blender\3.3\scripts\addons" then Blender get out an error message that it can´t find the script anymore. So what would i have to change also?
The addon is called "Turbo Render" with a space in between and i have to remove the space so that it can be used without problems in command rendering.
This is the error message i get if i remove the space in the name:

It´s automatically deactivated and says that it missing the script files.
I would appreciate any help. Thank you!

Are you developing that addon?

No unfortunately not. The developer can´t give me support for that at the moment because background rendering isn´t oficially supported yet but i know how it works if i only could change the name.

Please share the error message

I updated the question with a picture :)

You haven't changed the name, you changed the category

Changing the folder name shouldn't cause any issue.
The issue you are having is that Blender is trying to look for an addon in a folder that doesn't exist anymore. But if you look in your screenshot, you can see the same addon found in the newly named folder. Disable the old one and enable the new one instead.

Ooh that´s right. I only had to disable the old one and it´s gone. Thanks!


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Material Shader for different color rings/areas for a plant trunk (Equisetopsida)
i want to recreate the trunk of this plant with shaders, but I don't have that much experience how i could do this. Could someone show me a node setup to emulate the trunk? I would be really happy! So it's more or less about how I can make the different color rings and the transitions, which aren´t quite perfect.

Try using a Wave texture.

I would use a Gradient Texture, isolated on the Z-axis, as well as scaled with a Mapping Node and repeated using a Fraction (Math) Node. This way, the "taper" starts at the bottom of each "segment" and can be used as the basis for a Bump as well as a ColorRamp:

However, for added realism, I would suggest warping the input vectors with a Noise Texture first, which will both distort the "seams", as well add some "organic" bumpiness to the surface:

Here's a setup that better replicates your sample image - I added a bit of "plant subsurface" (low value) and changed the subsurface radius values to slightly favor green (0.2,0.6,0.4). Notice the pattern is different on all of the "sticks - this is because I duplicated them in Edit Mode) - if you duplicate them in Object Mode , the pattern will be identical because the texture is using Object Texture Co-ordinates which are relative to the object's origin - A workaround is to use Generated Texture-Coordinates, but that will require some slight alterations to the Mapping Node (to avoid distortion):

Thank you so much for your answer! That is really awesome! Unfortunately i can´t really reproduce it, altough i made the same settings. I played around with the Divide Node etc. but regardless what i´m doing, rings like yours don't come out so clear and the white edge isn't visible either. I am attaching a screenshot of my node setup in my question. Thank you again!

Some of the way the values apply are dependent on the size of the base mesh as object texture coordinates place the 0,0,0, mark directly at the origin (usually the center) of an object and increment (+ or )- from there (depending on direction) - Notice I scaled by 4 on the Z of my Mapping node - you may need to change your scale value  differently (higher or lower) to make it "fit" your object.

Yes i found that also out but i have to increase the Mix Node after the Noise Texture to something like 0.95 so that the rings arent distorted to much like in your example. And then the noise is almost gone. I attached the picture it in the question.

Try reducing the scale of your noise texture.

Aah this was the problem the whole time. Thank you again, it´s awesome! :))


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Blender Script to apply changes on many materials
i have a Material called "Dust" that has 4 nodes. I now need a script that copies all nodes and paste it to all materials of objects in all activated collections.

Then the Output of the Map Range Node shall be connected to the Roughness Input of the Sheen Tab on the materials like in this example. Also the Weight shall be set to 0.25 and the Tint Color Value to 0.5 for every material where the nodes are copied.

Is that somehow possible? I really need it and would appreciate any help!!

The first thing to consider is to make the 4-node additions into a group.   If you don't have too many materials to apply this two, you can then add the Group node into materials, and hook that up.

Can you make dust with the Sheen option? -- and, yes, you can do this with a Python script. I also would recommend to use a node group. That's a good idea because it's easier to modify, remove and check if it already exists in the material so you don't add it again accidentally.

Thank you for your comments! Yes that´s true, putting thiese node into a group is a good idea. And yeah, i want to make the dust over the sheen input. It is a very complicated scene with over 1000 materials so doing this manually would be horrible. Could anybody write the pyton script for that?

I made it into a node goup called "Dust" with the Output "Result".

Here is a little script I wrote to add a node group to many materials. The script ...

it loops over all objects in the blend file
checks the material slots of the objects
and adds a node group ("Dust") to the material's node tree if the node group is not already present.
it also connects the first output of the group to the Principled BSDF's Sheen input and sets a few values.

If you want to modify only objects that are in a certain collection you need to change line 5 to fill the objects set (How to list all collections and their objects?). Note, that checking if a collection is active/enabled in the outliner is a bit more complicated because the View Layer controls this (see How can I check which of my collections are hidden in viewport?). So I kept it simple.
Don't forget to make a backup before you run the script. In the system console (main menu Window > Toggle System Console), you can check what the script is doing. Ctrl+C in the system console window will stop it.
import bpy
from mathutils import Vector

# 'list' (set) of objects to check
objects = set(obj for obj in bpy.data.objects)

# keep track of the materials done
materials_done = set()

def material_uses_group(material, node_group_to_check) -> bool:

    for node in material.node_tree.nodes:
        # check whether the node is a node group and has the same name as the group to be added.
        # Note: node.name is an internal name (e.g. 'Group') as shown in the side panel.
        #   It's not the name of the node as shown on the node, it's node.node_tree.name
        #   (e.g. 'Dust'). It can be overwritten by node.label.
        #   Only groups have node.node_tree attribute, can be checked with hasattr()
        if node.bl_idname == 'ShaderNodeGroup':
            #print(f"DEBUG: node.bl_idname = {node.bl_idname}, node.node_tree.name = {node.node_tree.name}, node_group.name = {node_group_to_check.name}")
            if hasattr(node, 'node_tree') and node.node_tree.name == node_group_to_check.name:
                return True
    return False

def add_node_group_to_material(material, node_group_to_add) -> bool:

    # find the Principled BSDF
    print(f"  - looking for Principled BSDF node in material {material.name}")
    pbsdf = None
    for node in material.node_tree.nodes:
        if node.bl_idname == 'ShaderNodeBsdfPrincipled':
            pbsdf = node
            break

    # add node group if found
    if pbsdf != None:
        print(f"  + found it, adding group to material {material.name}")
        new_group = material.node_tree.nodes.new('ShaderNodeGroup')
        new_group.node_tree = node_group_to_add
        new_group.location = pbsdf.location - Vector([240, 200])  # <----- position, left of the P.BSDF

        # linking and values
        material.node_tree.links.new(pbsdf.inputs['Sheen Roughness'], new_group.outputs[0])
        pbsdf.inputs['Sheen Weight'].default_value = 0.250       # <------- value
        pbsdf.inputs['Sheen Tint'].default_value = [0.5, 0.5, 0.5, 1.0] # <---- RGBA
        return True
    else:
        print(f"  - no Principled BSDF node found in material {material.name}, ignored")
        return False

def main() -> int:

    # actually, this is a node tree (my_node_group.bl_idname == 'ShaderNodeTree').
    # The group used in the material is 'ShaderNodeGroup'.
    my_node_group = bpy.data.node_groups['Dust']    # <---- the node group to add to the materials

    # main loop
    for obj in objects:
        if obj.type != 'MESH':
            print(f"Skipping object {obj.name} (type {obj.type})")
            continue

        print(f"Checking materials of {obj.name} ")
        # check material slots
        for idx, slot in enumerate(obj.material_slots):
            if slot.material is None:
                print(f"- WARN: found no material {obj.name}, empty slot #{idx}, skip")
                continue
            if  slot.material.name in materials_done:              # already done?
                print(f"- found again material {slot.material.name} in slot #{idx}, skip")
                continue
            if not slot.material.use_nodes:
                print(f"- found material {slot.material.name} in slot #{idx} but it does not use nodes, skip")
                continue

            print(f"+ found material {slot.material.name} in slot #{idx}, trying to add node group")
            if material_uses_group(slot.material, my_node_group):
                print(f"   - no, node group is already in material, skip")
                materials_done.add(slot.material.name)
                continue

            if add_node_group_to_material(slot.material, my_node_group):
                print("  OK, node group added")
            materials_done.add(slot.material.name)

if __name__ == "__main__":
    main()
    print("-- DONE --")

Related questions:

Active material slot
How to add a group into a node tree with Python
How to handle creating a node group in a script?

God heavens, you really made my day! This works perfect.. Thank you so much for your time and detailed answer, i really appreciate it!

Hi, I'm glad that it has helped you and that it didn't destroy the spacetime continuum ;-)

Haha yeah you never know xd


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Mantaflow doesn't interact properly with Effector (Ship) when using Copy Location
I have a ship that sails on the water. So that the ship floats correctly on the water, I tied it to a plane using a copy location, which takes the water movements with it using a shrink wrap.
Now I would like to use the Mantaflow to imitate a side wave that goes over the front part of the ship. If I don't use Copy Location, then the water spreads correctly on the ship, but as soon as I turn on Copy Location, the water jumps away in all directions as soon as it touches the ship, although the movements of the ship are very light with it. Does any of you know why this is or what you could do about it? Many Thanks!

It seems that you need more resolution devision when using copy location as without using it. As soon as I increased this, it worked now.


text:
Mantaflow Fire very blocky?
i made a Mantaflow Fire+Smoke Simulation and have to problem, that the fire looks very blocky and large. The Smoke looks pretty good nonetheless. It´s a Fire + Smoke Emitter and the Domain Resolution is 800. Are there specific settings in blender to control the size and blockiness of the fire? All i found is the Fuel slider in the Emitter settings, but it mainly changes the amount of fire and not the size. Adaptive Domain and Noise is activated. I don´t really understand, why the smoke looks very high resolution and the fire very low altough it´s the same emitter and Domain. Thanks for every answer!

If you look at one of the bottom corners of your domain, you should see a little wireframe box:

That's the size of one voxel according to your domain's resolution. If that voxel is too big, then either reduce the domain size, or increase the resolution. As the domain's resolution is basically just a matter of slicing the domain into boxes according to the domain's bounding box largest side by the resolution value.
I.E in your case, a subdivision of 800 means your domain will be made out of up to 800 blocks per side.
See more on Domain Settings — Blender Manual
Now, if your simulation looks good in the viewport when in solid view, then the issue can come from the domain's material itself.
A good way to start on a decent material is to just plug a Principled Volume shader to the material's volume input and nothing else. Set the density to 5 and Blackbody intensity to 1. That's a good base to start with:

Of course you can then customize it to your needs.

Thank you! It was due to a shading problem. I followed your steps and now it´s better :)

Glad I could help!

"I.E in your case, a subdivision of 800 means your domain will be made out of up to 800 blocks per side." No, that's not correct. Only the longest side of the domain will be made out of up to 800 voxels, not per side. Let's say the domain has a floor area of 2 x 2 m but is 10 m high. With a resolution subdivision of 50 this means a voxel is a cube with an edge length of 10 m / 50 = 0.2 m. So you have 50 voxels in Z direction, but only 10 each in X and Y direction.


text:
Images as Plane with Principled Shader should be less influenced by the environment. Combine with Emission Node?
I have a person who was filmed behind a green screen and cut out. Now I have inserted them into my scene using "Images as Plane", but I have a problem: I want to be able to determine how strongly the person is influenced by the environment. If I set "Principled" under Material Settings when importing, it is 100% influenced by the environment in terms of brightness, etc. Often, however, the picture appears too dark compared to the environment and the colors are sometimes changed too much. I tried to work around the problem with an emission node to make the video brighter, but I just couldn't get it to work. Does any of you have experience with it or how do you do it? Thanks!
Here with the normal principled shader. The person is influenced by the light, but a bit too dark.

Here with an emission node. I can control, how bright the person is, but it isn´t transparent and it is also no longer influenced by the environment. So I want it to be influenced by the surroundings, but still want to be able to increase the brightness of the person a little if necessary.

It's a bit hard to see what you mean with just words may be can you add some screenshoots or a blend file? (or both..)

Thanks for your comment. I now added 2 pictures!

You could use the Mix Shader Node like this:
100% afected by the enviroment:

50% afected by the enviroment:

0% afected by the enviroment:

The second Mix Shader Node setup is for a Image Texture with transparency to work.

Awesome! This is exactly what i was searching for. Thank you very much

Happy this help you! :)

You need to mix a transparent shader with the emission shader, using the alpha channel of the image to select.  Something like this:

Thanks for your answer! But with Ayo Reis solution it is also influenced by the environment.


text:
Dynamic Paint Baking doesn't work correctly
i have a ship that sails on an ocean. Using Dynamic Paint, this ship leaves a trail of paint on the ocean and makes some waves which then dissolves after a few seconds. The ship is set as a brush and the ocean as a canvas. If I run the animation in the viewport, everything works perfectly and the ship draws a track on the ocean when it moves forward. However, when I bake the Dynamic Paint, the paint trail is displayed from the last frame i baked no matter what frame I'm on. But the ship should of course draw this track first. How can I bake it so that the track is drawn correctly with the ship? I would be very happy to receive help!
EDIT: Here is the simplified file:
Here I run it directly over the viewport and stop at frame 20. Everything perfect.

Here I bake 90 frames and then go back to frame 20. The white trace from frame 90 is still shown.

Let us continue this discussion in chat.

Chatting here is not allowed ... I deleted all my comments here. Please do the same. Thank you keep this site organised.

Name each cache by unique prefix ... without that, baking overwrites previous layer.

Thank you so much it worked!! Oh yes, that's right, I forgot to activate Dissolve for the test file, but then it worked

Thanks for Q ... I learned from it too :)


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Binding a mesh object to a specific control point of a curves object
Is it somehow possible to bind a mesh to a specific control point from a curves object? On curves object it seems that i can´t set hooks unfortunately. I would appreciate any help!

By "a specific vertex", do you mean a "point" that is not a "control point" ?

Hey, i´m not sure what counts as a control point in a "curves" object but i just mean one specific point of all the different curves in this object.

On one hand, could you provide your Blender file using https://blend-exchange.com/, to illustrate what you mean by "curves" object ? At this time, I imagine that in the Spreadsheet Editor, you see one "curve" made of many "splines".  On the other hand, can we assume that a "specific vertex/point" is a vertex that you can select in Edit Mode ?

Unfortunately i can´t provide the file directly but i will try to explain it further: The object itself is a curves object and not a curve object. You get a curves object if you go to "Add -> Curves -> Fur" for example. So basically this type of object you use for all geometry node based hairs. If i select this object and go into edit mode, i can see all the control points and select one. Now i want to hook a mesh object to this specific control point.

Yes you can! Just select the point you wish then 'Ctrl+select' the mesh object (if you can't do it through viewport, do it through Outliner) and then 'Ctrl+P > Make Vertex Parent'. But why do you say you can't do hooks for curves? It's totally possible!!

Hey, many thanks for your answer! But it also doesn´t seem to work with a vertex parent unfortunately. It´s possible with a "curve" object but not with a "curves" object as far as i know. But it has to be a curves object in my case.


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Blender Motion Blur deactivation for certain objects doesn´t work
if I have set Motion Blur for rendering and deactivate it for a certain object in the object properties, the object is still blurred. The scene is a tracking shot from behind towards a boat that is cruising on the water. Motion blur should only be used on the water. I would be very happy for any help! I use Cycles for Rendering.
Kind Regards,
Tim

It could be the camera's motion blur. If that is the case, you will likely need to render separate sequences and recombine them to totally kill the motion blur on one object.

Hmm I have a lot of scenes overall. And to render everything twice wouldn't be very nice. But is there no other solution or how else is it done normally? When filming in 24p there must always be a certain amount of motion blur inside.

We could probably figure out a better solution if you could provide some exemplary images to explain more precisely what you want to achieve along with the reasoning behind turning off motion blur for just one object. It's tricky to understand from a written explanation alone.

Yes gladly. I have now inserted a picture of the boat scene into the question of where the camera goes to the boat. Since the boat does not move much during the tracking shot in the image section, it should actually be sharp there and only the water should have a motion blur effect. Blender still makes the ship very blurry.

Vector Blur Solution
When using the Vector pass and the Vector Blur node, individual objects can easily be "unblurred" by mixing in the raw render which has no blur.
To enable the Vector pass, Motion Blur must be disabled.

The Vector pass an be enabled in Properties > View Layer Properties > Passes > Vector.

I have also enabled Object Index for creating the object mask, but using Cryptomatte would work even better.
My boat proxy object has its Pass Index set to 1 for this mask.

In the compositor, the object's mask can now be used to zero the Vector pass and mix in the raw render where necessary as seen in the node setup below.

The Dilate/Erode node is used to reduce the color bleed artifacts from the Vector Blur node.
Side-By-Side

my proxy scene with the blur removed on the right side of the arrow object

Thanks for your answer HISEROD!
I had heard of this solution before, but the problem with me is that I sometimes have very complex scenes like in the jungle with a large number of objects. Applying that to all objects differently for each movement would be pretty horror. I had thought that Blender could do this very easily with the Motion Blur Option
by recognizing how much the object moves in the image section and blurs it accordingly..

Will it be maybe useful to have a computer with RTX graphics cards for rendering?
-> GPU-Accelerated Motion Blur in Blender

I believe that the accelerated motion blur is only for the Eevee and Cycles motion blur, not for the compositor effect.

@Tim Cryptomatte should work really well for masking out many objects.

Ok thanks again. I'll take a closer look at that in the next few days


text:
Blender Cycles Render - CPU is running 100% with Optix?
After a long time, I built a new computer with an i9 12900k and an RTX 3090. Now, in Blender, I only clicked on the graphics card in the System Preferences under Cycles Render Devices and set it to GPU Compute in the project. But if I want to render something now, the CPU suddenly goes to 100% and the GPU workload is at a maximum of 10%. With CUDA everything works normally. Does anyone know what could be causing this or if I need to set something else? Strangely enough, the loading times to open a project are still very long. All other programs run without any problems and the SSD is a Samsung 980 Pro, which is not really slow normally.. Many Thanks!

Kind Regards,
Tim

Sounds like it's not actually using your GPU. Are your graphics drivers up to date? Could you maybe show us a screenshot of your settings?

I´ve now found out that the problem is only appearing if i set the Cycles Render Device to  Optix. If i set it to CUDA, everything works normally.. But why??

Yes, i just set up the PC yesterday and installed the latest drivers.

Is it over the complete rendering process that the CPU is 100% and the GPU 10%? Or just at the beginning, while the CPU is preparing the data for rendering?

Yes it´s over the complete rendering process. If i select CUDA everything is normal and the CPU only runs at 10 - 20%.

Try reinstalling Blender. Try another 3d software and see if it can utilize your GPU properly and compare your benchmark results to other people's benchmark results with the same setup.

Judging by the speed, the GPU is already being used a lot, it's somehow more of a problem that the CPU is being used too much only on Optix. And even if it works with other 3D programs, that wouldn't help me much. In general, the other programs seem to run great.

Upgrade your Blender to 3.1

I'm experiencing the issue. I'm not sure if it's normal or not. Could you find out if that's normal with Optix? Because I don't have that issue with Cuda and I have with Optix just like you.

Hi, im with i9 11th and 3080 and with Cycles and Optix my cpu is below 50% of usage but my temps are spiking 100c. Even with my CPU unchecked on OPTIX and using only GPU, my GPU is at 47c with 5% usage during render. WTH. Im gonna install another version of blender to be sure.


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Making Wind Tunnel
i just need a wind effector, which is limited in the width. It has a setting for min and max Distance, but i want to control the width so that i have a specific wind tunnel. Is that somehow possible?
I made a simple scene where you have a Cyclinder with a wind Force Field in it. If you bake it instead of that the wind blows the smoke only on this area up it blows the whole smoke up if it´s activated. (Wind is parented to Cylinder)
My goal is to control the smoke so that it goes to the two sides and then up as in the picture and does not spread out in a circle.

Testfile

you should tell us your "end goal". For me - i don't get what you want and maybe a sketch would help. You can model a tunnel as you want - so this could be your wind effector. Then put a force field wind in the tunnel and add collision to tunnel....this is what i understood what you want. But i am pretty sure....you will now comment "nah, that's not what i want" so pls improve your question

Oh yes that´s exactly what i want :D I'm doing a rocket launch and I want the smoke from the engines to be blown down quickly in the middle and out again to the side. If I only use normal wind, everything is pushed down.

Ok too bad but it doesn´t work. The wind isn´t effected by the tunnel add with activated Fluid Effector Collisions. Also not if i set the collision object to Planar :(

pls add blend file so we can check it out. thx

Hello, now i made a simple scene where you can test it. Thanks!

you wouldn't do it with an effector...you would work with high initial velocity

But the high initial velocity is going down and to the side it has to go up?

In your picture it goes up only on the side - that’s what hoch velocity will do as well

But it first have to go down. So you mean an extra velocity?

if you want an explicit animation, you should insert a link to your question to make it crystal clear what you want. You just inserted one picture so it is not clear how the animation should look like....


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Glass doesn't let enough light through in Cycles
I have a gas lamp that shines through the glass from the inside. In one environment it works perfectly and enough light comes through the glass (normal glass BSDF). But now I have inserted the identical gas lamp into a different environment and there almost no light comes through the glass. The render settings are identical and, as I said, it is the same lamp (I haven't changed anything). So it must be due to some general attitude. Could someone tell me what to look out for in general? I just can't figure out why it just doesn't work in one environment. Thanks!
Edit: It seems to have something to do with the scaling. If I scale the glass to 0.2, it works. In the original .blend file however, the lamp is normally scaled to 1.0 and it works there too. But if I append this lamp to another .blend file, I always have to scale it to 0.2 first in order for it to work. At environment 2, I happened to have scaled it to it, which is why it worked.
Environment 1

Environment 2

Shader

You said render settings are identical... everything like Light Paths > Max Bounces / Clamping / Caustics etc.? In which way are the environments different?

If the lamp is really lighting your scene its generally a good Idea to use a light path node and mix the glass with a transparent shader (light goes through the glass via transparent shader thus no light is "lost", from the outside you still get refraction and reflection from the glass.
Could you add some screenshots and/or the blendfile? its hard to tackle your specific problem otherwise

@bstnhnsl Maybe you should explain more about the light path mixing as a beginner might not be aware of how this works...

Yes,  working on a proper answer. Just wanted to see if he's quick with the upload of his file so I can see if this actually answeres his question

Have you used an AO node on your glass material, this can make a bit awkward? Do you have enough transparent light bounces?

@bstnhnsl I'm interested in this proper answer as well... usually I either get the refraction/reflection correct or I get enough light through. Both I don't get to work satisfactorily.

Thank you for all of your answers! Max bounces / clamping / caustics etc. are all the same in both environments. And as said: My problem is not that it basically doesn't work with the glass. It just doesn't work with the one environment, although the render settings are actually identical. The lamp from environment 1 was simply inserted into environment 2.

@bstnhnsl Unfortunately, the items are licensed, which is why I cannot upload the file. :(

@James Yes.. With 4 transparent light bounces, it works without problems in the first environment.

@Tim I already understood from the question that it's not a basical problem with the glass itself... The problem is, at first without screenshots etc. the information we had was the environments are different. That's really not much to determine the problem. It's a pity you can't upload it. Because just from the picture I can't see a plausible reason it acts differently. Are those scenes in different scales? Just clutching at a straw...

just add your blend file...then we can find out. Remove the licensed items or reproduce in another blend file.

@Chris Unfortunately in this case the whole content is licensed and when I add the lamp to a new .blend file everything works normally

@Gordon Brinkmann This was a good point! It seems to have something to do with the scaling. If I scale the glass to 0.2, it works. In the original .blend file however, the lamp is normally scaled to 1.0 and it works there too.
But if I append this lamp to another .blend file, I always have to scale it to 0.2 first in order for it to work. At environment 2, I happened to have scaled it to it, which is why it worked. Yes, I know how strange that sounds, because it doesn't work with a scale of 1.0, but with a scale of 0.2 in the other environments, but it has been in every file I've tried.

I don't think that's sounding strange. Since you can Blender set to use real world units and the strength in Watts... well, the exact explanation how the strength values (should) relate to energy per square meters etc. I have read somewhere, I guess the manual. Anyway, if you for example use a point light with 100 W in a room that's 4 x 5 m this might be bright enough, but scale everything by 10 and the light isn't that bright anymore. Even multiplying the strength by 10 to 1000 W is still darker (because the strength affects the light non-linear, maybe? Not an expert) than in the small room.

Oh hmm maybe. But in that case it seems to have more to do with the glass after all. When scaled to 0.2, the glass has almost no effect on the light. With a scale of 1.0, on the other hand, the glass absorbs all the light. If I deactivate the glass there. Is the environment very well lit.

I have now also set the light up to 1000 times as a test, but still almost no difference. I have now simply solved it with a second light around the lamp, which also looks quite good, because unfortunately I cannot invest any more time for it now.

General Answer to let more Light through Glass
Cycles isnt really great at calculating light paths through glass. But you can help it find your light sources with relatively simple node setups.
Use the Is Shadow Ray output of a Light Path Node to control the factor of a Mix Shader Node. We just mix the Principled Shader with a Transparent Shader (make sure, the transpareent shader is set to pure white, older versions of Blender have a light gray as default).
Note, that my glass has a thickness.

The glass Sphere on the left is only the principled shader, the one on the right has the node setup shown.
What is happing here?
Cycles shoots rays from the camera into the scene at random angles. The rays bounce until they hit a light source (or the max # of bounces is reached). Cycles keeps track of the bounces and which type of bounce occured. The basic bounce types are camera ray (from the camera to the first bounce), reflection ray (after a reflective bounce), transmission ray (ray goes through a transmissive object) and shadow ray.
With our node setup we basically tell Cycles "if the current ray type is a shadow ray, dont try to render the glass, use a transparent shader instead" making cycles ignore the glass and the light can pass thourhg the object (almost) without further calculation resulting in more and noise free light.
There are other types of this fake glass, depending on what your requirements for the glass are.
If you dont need refraction (most common use case is an indoor scene in architectural rendering only lit by the outside sun/sky light) you usually use something called "architectural glass", which doesnt use a glass shader at all and mixes different light paths.

Yes, Is Shadow Ray is the one that works best for me, too... still not perfect maybe, but quite usable.

Not perfect, but it always depends on what you can get away with in your render when using cycles and glass

@bstnhnsl Thank you very much for your answer. But as said, it works with the lamp without any problems in the first environment. Actually, in my opinion, it can only be due to some rendering settings that are different.

@Tim Maybe you could add screenshots of all those render settings as well? At the moment I really have no idea what it is. And maybe lamp settings, scales and dimensions of the glass and the lamps?

@Tim Hm, thats what I thought. But yeah, unless we can have a look at the actual files its just random guesswork on our end. Not really helpful for anybody

@bstnhnsl Yes, I agree with you, but in this case I am unfortunately not allowed to give anything out including the lamp, as much as I would like :( But as I just wrote above, it seems to have something to do with scaling.

@Tim I recommend marking this as the correct answer. Although scaling has affected your particular issue, this answer works as well in more cases, and marking as accepted will help others find it.

Tip: The simple standard Glass BSDF shader did the trick for me with simple colored glass just great. Where I need shadows, which get their colors from the colored glass. But for an object with multiple thick layers of colored glass, this was the only working solution. Otherwise all shadows would be just gray.


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Need help with modelling a Juice Spout Pouch

Blender noob here! Just started learning how to use blender a week ago and I am having troubles creating a mesh of a juice spout pouch with the left, top and right sides sealed, I did one using a plane and mirroring and extruding the edges, but the mesh is a mess and I cant create the bottom of the pouch so it is just a hole.
What I have:

The edges are actually a big mess because I used a plane and mirror, then extrude it, so there's some volume, but the sides are supposed to be sealed together and thus have no discernable volume (I hope this makes sense). It looks somewhat fine from top down camera angle but I want to know how to actually model this correctly :/ I also attached 2 images of meshes that I am trying to achieve! It's from a model on cgtrader, I can't figure out how to achieve that. Thank you so much for the help! *TLDR: Is there a better way to model this than plane > mirror > extrude edges? Can't seem to get that bulgy rectangle in the middle with flat, sealed edges at the sides.
What I want:

You can select the bottom edge loop by going in Edit Mode with  Tab, and choose the edge select mode.
Then select an edge from the bottom while holding down the Alt key, and press  F to fill your bottom.


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Glass BSDF gives different results when rendered in viewport and with "Render image"
I get a weird behavior with eevee and glass bsdf, I have a simple scene with a vertical plane with a glass-like material and a cube with an emission shader which is behind the plane from the camera point of view.
When I set the viewport shading to "rendered" I get this:

But when I hit render, I get that:

The effect I want to achieve is the one I see in the viewport, but I can't get the same result in the final render, what am I missing?
You can find the blend file here:
https://pasteall.org/blend/fd70eccf7c774bbc981b9040ab19f3be

Why do you have "Lock Camera to View" enabled? If you accidentally have moved your viewport view, then the camera view would also be different, thus changing the render.
Simply disable this, and find an optimal spot for your camera, then render.
Also, I would recommend using Cycles Render engine for glass reflections, as it is more realistic.

the "lock camera to view" is on purpose, that's actually the point of view that I want for my render. The two screenshots from my question are actually the same camera with the same position. You can see for yourself with the attached blend file

If you have the point of view you want for your render, then I would probably turn the lock camera to view off, as it may be altered unintentionally. An easy way to focus the active camera to view is 'Ctrl'+'Alt'+Num0. I didn't have any problem rendering from my device. I hope this helps!

I disabled "lock camera to view" and tried rendering again but I get the same result. That's really weird that it worked for you, did you have the same result in the viewport and in the render? I just tried on another computer with another OS (linux) and a different blender version 2.82, I have the exact same problem

I had the same result in both the viewport and the render. I even added two different cameras to the scene and rendered through both views. Maybe a weird camera glitch? Try deleting and changing the camera, or maybe try Cycles.

that is so weird...I had the exact same result on 2 different computers with 2 differents OS and 2 differrent blender version...thx for the help anyway

i have exactly the same result as soundinsect. So I cannot really believe that Nate had really another result. This has nothing to do with Lock camera enabled. I disabled it right at the start.So this "answer" is in my opinion not an answer, more a question and a recommendation.

For me it looks like a bug in Eevee. You should file a bug report.

@Chris I got to the same conclusion, thank you for trying :)


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Is it possible to only select a joint, not the entire bone, while in pose mode?
I know that in edit mode it is possible to select & move a joint, but whenever I switch to pose mode, I am no longer allowed to select just the joint and instead the entire bone is selected. Is it possible to just isolate my selection to the joint and move this individually, and if so how can I go about doing that? Hopefully the below image illustrates what I am trying to achieve, I just want to select and move the circled green joint, and not the entire bone.
Thank you in advance!
How can I just select the green circled joint in pose mode?

The below image is in Edit Mode, but this is essentially what I want to do in Pose Mode.

Since I can only select the bone, it seems I have to rotate the bone up, which now causes me to select the bone to the left and rotate it back down? This is what I want to avoid doing.

But if you moved the joint the bone would move too. Can you explain a little more what you are trying to do?

@AlexandreMarcati sure. It is fine and desired for the bone to move along with the joint, I'm just hoping to get more control of the pose by moving the joint only instead of the bone.
Specifically, I want the green circled joint to move up in the Z direction while the connected adjacent bones remain where they are (this means the bone with a red 'x' would now angle upwards). If I can only move the whole bone, and not just the joint, it seems like I would have to rotate that bone up, then select the bone to the left and rotate that bone back down to counteract. Hopefully that is clear?

You could do it with a Spline IK and an empty or another armature to control the points?

If you move the joint, bones have to stretch along their Y axis. This behaviour can be obtained with this setup, in which every deforming bone has one constraint to copy the location of a control bone and another constraint to stretch to the following control bone.

This is a neat trick! Thank you for the help, it definitely allows me to do what I was wanting to do in my original post.


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Cloth simulation render issue (mesh breaks every 20 frames of the simulation)
I am currently experiencing this annoying cycles render issue where every 20 or so frames in my 3120 frame cloth simulation, these weird streaks appear on my mesh:

Below arre my physics and modifiers settings for the object:

Self collisions is on and I have a good quality step (15 quality step value and 7 for collision quality value). The issue seems to be caused by the sub div and solidify modifiers I have after the cloth modifier but im simply just following what ive seen a lot of other tutorials do. For the most part, most frames are perfectly fine, it seems to be the frames where a lot of collisions are occurring like in the screenshot above when this issue happens. Ive rebaked multiple times now but the issue is still there, only that the frames that the issue occurs on is different.
I know that if I was to bake my cloth sim with the subdiv and solidfy modifier above the cloth modifier it would fix the problem but ive already attempted that and I calculated that the bake would take 3 days to complete. Here's what it looks like without the streaks:
Please help! Also let me know if I should be providing any more info, this is my first post to this site

Every time I've filed a bug report on simulations because of similar issues the devs have closed it saying precisely that you have to do the bake because it is a documented workaround and they're not going to fix the simulation bugs.
That means, unfortunately, that your only solution is to do the bake, because you're experiencing a bug in the simulation.


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3.6 Hair geometry nodes - ingrown hairs issue
Before I begin, this issue doesnt happen with the hair particle system - so it has something to do with the quick fur geometry nodes setup. Normally this works fine with other meshes (like a plane, a sphere or suzanne)

I'm using blender 3.6 and have imported a mesh from unreal engine (a metahuman) to do some modifications on it.
I want to add fur using the new geometry nodes system to the mesh so I have applied the 'Fur' (Shift + a -> Curve -> Fur) which acts as the quick start for the geometry node version.
Some hairs correctly stick out, but others grow into the mesh despite the face normals and orientation being correct. The issue seems to caused by the UV map itself but despite me creating a 2nd UV map and making sure nothing overlaps, the issue still remains.

The image above is the view of the mesh when only the first two modifiers that are automatically generated (on creation of the fur) are active.
Note that I haven't made any changes to the geometry nodes setup so if you want to see that setup, you can just add the fur to any object in blender on your end.

haurMap (the UV map seen above)
face_fur = vertex group with only the skin of the face selected

I haven't found a similar question online about this so some advice would be appreciated.

Have you changed the scale of the model or the Curves (fur) object? Is the scale applied (1.0, 1.0, 1.0) for both objects? Is there a Surface Deform GN modifier on the Curves object? Is it at the bottom of the stack? Are there any warnings/messages on this modifier? Have you tried to re-attach the hair in sculpt mode? (menu Curves > Snap to Deformed Surface)

I changed the scale after I imported it but I applied the scale before i added the fur so everything was set to scale = 1 (object and armature) in the screenshots above
I see what you mean about the surface deform - mine does have an error on it.
"Invalid surface UVs on 8325 curves". Ive tried to search for how to fix this but there's nothing in the blender docs or forums about it that help. In the interpolate hair curves geometry nodes setup i suspect the issue is within the node group labeled 'Sample Normals'.
(menu Curves > Snap to Deformed Surface) solved the issue though -thanks :)

@Blunder's comment solved the issue with the (menu Curves > Snap to Deformed Surface) suggestion


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How to make procedural broken glass material with a particular shape

Hello,
I want to create something like this image does, in cycles. Does anyone know how to make procedural broken glass that can look like this ? I am looking for a way to not have the random voronoi cracks.
Thanks!

Hello :). What have you tried so far and where exactly are you stuck?

hello @JachymMichal ! i've tried with the voronoi texture as mentionned in other posts, and managed to have a basic cracked glass. But i am looking for a way to "control" the shape of the cracks, like in the reference picture, the cracks are kind of unusual.

Hello :). It might be waaay easier to simply paint a b&w texture with the particular shape.

thank you @JachymMichal :)) could you expand a bit on how to do that?  thanks!

Hey :). I'd do it in photoshop/illustrator, I don't paint textures in Blender :).

ok thanks a lot @JachymMichal ! but then what would the node set-up look like :) ?

Well, just plug the texture into the Transmission socket of Principled BSDF and perhaps also use it as a bump map :).


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Mesh see-throught if look on some angles
So i made some mesh in quad draw in maya. And after import to Blender, when i look at some angles, it becomes see-through. I tried to recalculate normals but it fix nothing. It happens only in render view.

Is this being rendered in EEVEE?

can you provide blend file?

Possible overlapping geometry - check for duplicated vertices or faces that overlap other faces. In Edit mode select all and ‘Merge by Distance’


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'Blend' in planes to create ocean/lake and also with Flip Fluids surface

Hi there, normally I am able to find all the answers on this forum and it got me very far of what I want to realise. However, I wasnt able to find an answer to the following problem.
I created different planes and I want the edges to merge perfectly so it looks like one big plane. In the viewport they look good, but when I render them you see huge gaps (see picture). Initially I wanted to cover up the edges of my flip fluid surface, any tips about that would be very helpful because again huge gaps appear!
Let me know if any additional information is needed, thanks in advance!

First off, I cannot tell any difference between the outer planes and the inner ones. Is there?

please show a wire frame, or better share your blend file.

Here is some more information

I'm not entirely sure what you're trying to achieve here but if it's to blend a flip fluids simulation with a plane with an ocean modifier there's an in depth tutorial on youtube here: https://www.youtube.com/watch?v=8_aPHD9qe74&t=1s

You see the planes overlapping each other, which results in a dark blue area. This happens between plane 1 and 2 and also the flip fluid surface.

I just want those dark blue areas gone and have a smooth transition between the planes where it seems like one big plane


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Viewport performance issues with top spec machine
I am desperate for help.
I have a really good machine (Ryzen 3970x, Asus prime pro TRX-40 motherboard, 128gb G-Skill trident memory running at 3600, MSI gaming trio OC X 3090 on windows 10, optix with both CPU and GPU selected, GPU only on render output with light paths unchanged) running the latest Blender release 2.92 but preview is painfully slow - even in solid/wireframe view and even though the actual scene takes only seconds to render out.... like my machine can render an entire scene at 128samples quicker than it takes for a change to be affected in the solid mode viewport of that same scene (32samples)!!!!?????
While blender is working in viewport task manager says it’s only ever using 12gb of ram (of 128). The best it’s used is 35gb of 128gb
The CPU usage is quite high while baking but not in general playback or viewport work.
The GPU says it’s only being utilized between 1% and 12% at its heaviest???? And sometimes in viewport it’s not being utilized at all. (I have the latest nvidia studio drivers installed and the latest asus bios).
I’ve had no joy trying to bake and view any kind of fluid simulations and watch them in the viewport and while some my models are admittedly quite heavy (4m+ faces for some of the landscape) with lots of micro displacement, I’m sure my machine can do better in the viewport than it is.

I spend 2minutes or more waiting for simple changes to materials (normal bump or displacement). My mouse lags, blender is inactive between these changes.
The minute I add a shrink wrap or constraint that effects the lower poly models the computer again slows down to an unusable pace.

Once I’ve applied a particle setting to any object (even simple faces) in a heavy modeling scene blender all but stops working.

I can’t watch fluid, smoke or particle! sims in a scene without it slowing to a very low FPS(like one or two frames per second instead or 24) even in solid or wireframe view.

Baring in mind this is before I’ve added any kind of geometry nodes or scatter objects (like trees or rocks) to the scene - which means if I try add anything like that to a scene that has particles or scatter or heavy matrials settings the machine is all but useless.
What could be the reason for this and is there a workaround or better workflow for models that (for instance) need a high very terrain? Like how do I work in physics, actions, characters with movement or cameras that track subjects a viewport when it is barely giving 1fps?
Would it be beneficial to scale the size of my models and scenes down in the scene properties panel (1 : 0.01 or something?) so I can continue working in real scale?
Would it help to remesh my heavy terrains once displaced?
IS THERE SOME MAGIC SETTING WHERE MY MACHINE STARTS USING A REASONABLE AMOUNT GPU, RAM AND CPU??????
Any help here would be very much appreciated!

You DON'T want he RAM to be fully used : if a program needs 12 Gb, it won't benefit for the extra 116 Gb. It's different for CPU and GPU, and I don't know how to help you, but you can put the RAM out of your equation.

Thanks to you both for this. I still live in hope that there is something I can do. I appreciate that the Ram isn’t powering performance in the viewport but I have heard reports of Ram being utilized at 85gb of 128 while rendering progressive animation frames... @ZurgalTheWizard, what would be your first choice for faster viewport responsiveness.

NVidia makes the best GPUs on the market.

Do you mean buy an Nvidia brand card instead of the MSI Nvidia?

I though the specs were matched with particular GPU?


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(Blender 2.8) My Mesh is mess when i move my rig
please someone help me. im using Blender 2.8
Currently i'm doing rigging in my own model. i'm using Automatic Weight as a rigged parent from my model
The problem is, when i'm tried to move (rotate) my model's hand in pose mode. it's getting messed up

And the legs are as same as hand

i've been trying to reduce the weight down to 0 in weight painting. but the result was as bad as before

Could someone help me to solve this problem ? is there something that i missed ?
Thanks before
File :
[My Blender File][4]

please provide blend file

yes, well done!

Do you find what did i missed with my rigging ?

you have to do weight painting ....since you are a beginner i would recommend to watch several rigging tutorials on yt - there are thousands of them out there.

Yeah, i did it in 3rd photo. But as you see it didn't solved the problem.. The model is still messed up, what i want to know which part did i missed

You accidentally painted his cheek when painting his arm. I recommend assigning vertices manually in edit mode to recreated empty groups, then using corrective smooth.

It works ! I remove all my vertices manually and assign and weight painting, then my model didn't messed up again. You're more informative than the ones who take my model for free with no better explanation. Thank you very much, sir  i have learn something too, hope you have a wonderful life


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How to deform a material with nodes
I want to place a text on a mesh that has the shape of a branch. the text is embedded in a material. is there a way to deform the text with nodes so that it fits exactly, like in the reference? thanks!

Blend File

did you play with the scale and rotation values in mapping node? if that doesn't help, please provide blend file

The simplest way to do it is to use the UV Texture Coordinate output rather than the Generated output. Unwrap your object in order to get a square UV (for example with the Follow Active Quads mode) and the text will follow the shape:

As your topology is a bit messy, what you can do is first unwrap with the Project From View option, in the Shader Editor choose the Texture Coordinate UV output, and choose the Extend option of the Image Texture node:

Now in the UV Editor enable the Proportional Editing option, select some vertices and begin to straigthen the UV manually with some move/rotate/scale:

You should get something like that:

+1 but obviously you did take the wrong text, wrong font, wrong color...so i don't know whether you got a check for that...

sorry I didn't have the Chris logo  :/

no problem, give me you address, i will send it via UPS to you, so you can scan it with your 3D scanner...

@Chris Hello! I have edited the question and put the link down below. I really appreciate your help! thanks.

@ Christoph, I've edited my answer, I hope it helps

@Christoph: Moonboots answer is right of course. He has a phenomenal knowledge of Blender. But i don't want to steal his "check" for the right answer because he was the first and i just could say the same...maybe with more details explained...but...i made a video so can you follow step by step how you can do it. I hope this helps you. Link: https://youtu.be/UhFBiz0Wb1Y.  The quality will get better - HD is still uploading.

@moonboots you and Chris are just incredible! hope some day Im gonna be as skilled as you two! thank you so much.

@Chris just insane! thank you so much for your effort!

@Christoph: wir Namensvettern müssen doch zusammenhalten ;) Gern geschehen.


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Why do I always have to reassign appended materials when starting blender?
I have appended some materials from blender file A to blender file B. In file B, I have assigned the materials to some objects and additionally added fake users just to be on the safe side. However, the materials are no longer assigned when I restart blender. I always have to re-assign them one by one. Ideas and suggestions are very much appreciated.
https://we.tl/t-vXdu80Gvsy

This should work from your description. Maybe looking in the files will answer your question, can you provide a simple example?

@Crantisz I added the link now, thanks!

Well, I don't know how you miss this, but UI is blocked, notifying that material could not be assigned.

Dropdown box works, but I'm pretty sure that it is a bug, I suppose it should not work, until you will make a local copy of object (button right of the object name):

I don't know why you cannot override materials, maybe it's not implemented.


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how to close gap between to edges when using bevel in edit mode?
Is there a way to make the edges snap to each other when using bevel in edit mode?

Hello it's not clear what's happening, could you please show some other pictures or share your file?

It would help, I think, if you showed us  before-bevel and after-bevel  pictures, so we can see what's going on. I'm having a tough time reproducing this topology

to add to 3fingeredfrog's answer, don't forget to select all and press M > Merge by Distance afterwards

Thanks moodboots, I have edited my answer to include your advice.

There is a way to prevent the edges from overlapping, maybe this will work for you?
In the Bevel last operator panel (bottom left hand corner of the 3D viewport) enable the Clamp Overlap option.

Once enabled for the first object it will remain enabled for any future bevelling.

As mentioned in the comments by moodboots, after bevelling remove any overlapping vertices, Select all > M to open the Merge menu and choose the merge By Distance option.


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Stop object from receiving shadow
I know I can stop an object from casting a shadow under "Ray Visibility," but can I also stop an object from receiving one in Cycles? Sometimes I want an object to cast a shadow, but only specific things should be kept out of the shadow. The Light Path node has the output "Is shadow ray," but it doesn't seem to do the trick.

Hello and welcome. Please don't write in all caps in the title or body of any posts, it is the written equivalent of shouting, is harder to read and may be considered rude. Please use the [edit] button below the post to change you text into regular case.

I think what I might do is use view layers to isolate the objects from each other.

I had the same issue and i have solved it using the compositor + cryptomatte,
would be nice to have a checkbox button same as casting shadow has.


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How can I set instances to fan out around a point in geometry nodes?
I would like to build a snowflake using Geometry Nodes. I have one branch of the snowflake ready and have made instances to rotate them all around the same anchor point. This is how far I have gotten. I'm having trouble getting the instances to line up correctly with this.

Thanks in advance for your help!

Try to simply plug the input node Normal into the input Vector of the node Align Euler to Vector, but without taking over the Rotation of the node Object Info...This question has been asked here many times in different variations. Tip: Use the search function and I am sure you will find some good examples.

Thank you very much, it worked!! :)

You are welcome! PS: This post might also be helpful (there are different ways to reach the goal here): https://blender.stackexchange.com/questions/252034/


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shrinkwrap modifier does not correctly snap a bezier curve to a surface
I want to animate a car driving over a desert landscape. I want to animate the car along a path (constraint/follow path). in order to snap that path to the landscape, I subdivided the path (30 times) and applied a shrinkwrap modifier. The shrinkwrap is kind of doing its thing but it leaves a gap between two of the dunes. Why is it doing this and how can I solve it? Here is the File:

Pls show us your setup with shrinkwrap and why this doesn't work (because it should)

@Chris hi, there! I tried it again and applied the rotation and position of the path. Now it seems to work but still the shrinkwrap ignores a part of the target mesh. I edited the question and added the Blend file.

unfortunately your link does not work

ah ok... now it should work :)

Easiest way is to draw the Bezier path across your landscape. See this YT video. Although it's for Blender 2.81 it still applies to the current version.

My first thought is that maybe you need to enable Shrinkwrap snapping only for the Z axis. Limiting to Z should prevent curve points from clustering around peaks, and instead go straight down until they hit the terrain. Also, you might want to check out this related answer.

@JohnEason oh wow that‘s really useful!

@Mentalist i think for my case i’ll go for the curve solution, because i also want the cars to jump. but the march thing with the emitter is a really beautiful method!


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Animation only renders one frame
I am trying to render an animation but it only renders one frame and stops right before its done rendering the second frame. It always stops with two tiles remaining. My frame range is 1 to 140 and 24fps. My step is also set to 1. Preview range is turned of and my file format is ffmpeg video  with mpeg-4 as the container.I am using my gpu to render and am using cycles. I have tried Reinstalling and repairing blender but that didn't fix it.Any help would be really appreciated.
Here is the render Properties.

Here is the output properties

can you add an image of the render properties and output properties

There you go pal

I figured it out. My samples were just too high. Putting it below fifty fixed it.


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Blenderguru's Coffee tutorial: Coffee does not reflect correct in Viewport/Rendering
UPDATE:
So resetting default preferences helped. But I checked the preferences file (not readable with editor). I then screenshot evry settings tab and compared with factory settings. There was no change then 1 addon: NodeWrangler. Deinstalling Nodewrangler didnt help, first the factory reset.
So there must be a different option somehwere else which is also saved in the userpref.blend .
Perhaps anyone else could imagine?

I followed BlenderGurus Beginner Tutorial, and in Part 4, Level 3: Realistic Liquid - Blender Beginner Tutorial I have following problem.
In Viewport (Image right side) you can see the coffee shines more dark through the glass and has dark-reddish reflection on the plate/ground.
In the Rendering the glass looks very greyish and there is a highlight reflection on the plate/ground as if there is some lightsource or coffee won't be rendered correct.
The liquid is sized to fit between the both sides of the glass and I followed all material settings and couldn't find out where the problem is. Could you help me here?
Best Regards
Sören

It should look like this in Render: (from tutorial)

Update:
After the Answer of @Jachym:
Still same false behaviour for me:

Blender File:

No I am not sure. :) I did just everything like in the tuts. Could you give me a hint how to do ?

are you using eevee or cycles?

I am using cycles

I added a pic of the tut how it should look in rendering also (like in viewport). Not like at my setting, different shadows in viewport/rendering, and rendering looks unnaturally

Hi again, @Jachym Michal I uploaded the file to my question. Sorry I missed that before ;)

I checked your file and everything seems to be working fine.
With such low samples, Denoiser can introduce some artifacts, so perhaps that's what happened.
Viewport (64 samples)

Render (128 samples)

Render (128 samples) + Denoise Node

Surely I have settings 64/128 and denoising node, but I downloaded the file and tried it again. still different result as you may see in the screenshot I added in the post. Some problem with settings?

UPDATE: @Jachym Michal : If I download a new Blender Portable it renders correctly. So must be something with settings, but can you think of what it could be ?

Hey :). This means it's probably something in your Blender Preferences. You can load factory preferences, and see if that helps. No idea what it could be though, sorry :).

Perhaps someone else could imagien what setting it could be ?


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Shift select not working after upgrade
After upgrade I am unable to shift select multiple things. Not able to shift select multiple objects nor faces nor edges nor anything. Any ideas?
Update:
It works if I hold down alt (actually option since I am using a Mac), but then it also selects the whole loop in addition as shown in the picture.

If you hold down Alt (or Option) together with Shift it's normal that a loop is added since that's the default way it should work. Since each function has its own shortcut it's possible that somehow for whatever reason the shortcut for adding a selection (Shift Left Mouse) has changed, but the shortcut for adding a loop selection (Alt Shift Left Mouse) is still working. Try looking in the preferences under "Keymap", "3D View". If there is no entry for "Select" with "Shift Left Mouse" then it was maybe deleted by accident. In this case there should be a "Restore" button to get back to default.

It seems like something had changed on my keymap. I restored my settings, and then things started working again. Thanks for leading my in the right direction :)


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Metaballs disappearing when renamed
So like I said in the title I have an issue with metaballs disappearing when renamed, only leaving the outline visible. For renaming I followed this guide https://youtu.be/Y7R2_F-ZukQ?t=330 and I do not get the same result. When I rename them back to Mball, they reappear. When I try this process in a new clean file it works without any problems. Does anyone possibly know what might be causing this to happen?
This is the new name, it still follows the naming guidelines:

But I get this:

So I figured out what was causing the issue for me :D The number in the new name I was renaming the metaballs to. When I renamed them to Slime instead of Slime1 works fine. Just leaving it here in case anyone else has this problem. :) But any additional knowledge on this topic is welcome.