text:
Different render results in 2.79b and 2.80rc1

Left:2.79b
Right:2.80rc1
Both images are rendered using cycles, from the same .blend file whith no changes made.
The 2.80 version is pale / washed out compared to 2.79b.
What could be the cause of this?
Some setting somewhere, not contained in the .blend file?

"What could be the cause of this?" The fact that you are using two completely different versions of the software, enough has changed to reasonably expect different results. Also jumping versions with the same working files is not really a good practice

Fair enough I suppose. I guess changing to 2.80 mid-project is a Bad Idea then.

It's probably because of the changes in color management. Blender 2.8 likely uses Filmic as a replacement for the old Film one. Check in the Render tab. You'd probably want to use Filmic and set the look to one with higher contrast.

Thanks gtzkw, playing around with the settings under color management seems promising.
Another thing I've played with is the bump strength in the materials. Increasing that seems to bring the result closer to what I want.


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Outline shader transparency problem
I'm trying to get an outline shader to work in Blender 2.8/2.9 but the results are not like expected. After I tried it several times on my own, I followed this tutorial:
https://www.youtube.com/watch?v=hp4V-9oFmnM
It also includes an examplary .blend file:
https://drive.google.com/file/d/1EffSaNaOWk53MCzr2RFK8SBHegBE1UmP/view
First, the results I get never yields a proper outline. Instead it either appears transparent or makes the object completely black. Results are the same in viewport and when rendering. Results seem to change arbitrarily when switching from Eevee to Cycles but both do not work. It seems like the backface of the solidified object is either not transparent or the whole solidified object is transparent.
Here some images from viewport in render view:
With Eevee

With Cycles

These are the steps of the tutorial which I also followed:

Create object and assign arbitrary material to it
Add solidify modifier, increase thickness, invert normals and assign second material slot
Create an outline material, in this case it is just an Emission BSDF of black color assigned to surface of the material output
In material settings, apply Backface Culling

Here the graphs for the outline shaders I tried:

In the example, Blend mode is set to opaque, but it doesn't make a difference if I switch it to Alpha, same for Shadow mode.
Here an example of the settings I used:

I tried everything but nothing works. Do I miss a secret setting somewhere? Rendering is done on CPU only - is it maybe a general hardware/software issue?

Hello, please [edit] your question and add images so that other users do not need to follow external links that may at some point lead to a 404 and become useless in the future. All information relevant to your Q should be contained in the text of your question for users interested in answering to see. Thanks! :)

@Timaroberts You are absolutely right! Thanks for your suggestion :)

Basically the problem you have is that the smaller object is not receiving light. You can go around using an Emission shader underneath but it means it will be shadeless. I've just made a quick tutorial here covering this problem. https://blender.stackexchange.com/questions/35805/getting-an-outline-with-backface-culling-blender-render/295984#295984

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 scale child object when only part of the parent object is scaled
I am trying to make child cube scale properly when only inner surface of the parent object is scaled. It's better to show an image:

I can easily make it so, that if whole parent object is scaled, child cube would be scaled as well, but I totally cannot figure out how to scale this inner cube only when selected faces are scaled. I have tried bunch of methods like vertex groups, copy scale/transformation constraints, hook modifiers, but nothing really worked, most probably I was doing something wrong.

Is it a true scale you're looking for, (which would also scale the gap between the cube and the frame) , or do you want the gap to have a consistent width?

True scale I guess.. I want to achieve the same effect like parent-child object scaling.

In this particular case, to keep things simple, for a constant offset, you could assign a Shrinkwrap modifier to the cube, target the frame, set to 'Nearest Vertex', and with the Offset in the modifier adjusted to give the desired gap. Here, the frame is being animated using shape-keys.

Perhaps more generally. this time giving a true scale, so the gap scales as well as the cube and inner rim:

Create vertex groups of the inner surfaces of the frame and all of the cube
Create a single-bone armature at the scaling origin
Name the vertex groups the same as the bone
Assign an Armature modifier to the frame and the cube, both targeted on the armature, and both set to 'Vertex Group' using the named vertex groups.

Now scaling the bone will scale all the associated vertices.

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


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Reconstructing vertices and uv separate from polygons
I am trying to export the vertices, triangles, vertex normals, and UVs with blender's Python (bpy). I need code that actually works.
My program is supposed to run like this:
Loop through and create a face with UVs and verteices for each index,
Loop through vertices and create a new list of vertices and uvs that are not duplicates
Loop through faces and adjust the indices for the newer vertex list
Export
A duplicate vertex is a vertex that shares the same location and uv location as the other (I need some duplicate vertices because they do not share the same uv)
So basicly, I want to remove vertecies that have the same location and uv and create a list of faces that can go with it.
I am not sure what is wrong with my code. I could share images onces I figure out how.

#import bpy
import bpy

#my house
house = bpy.context.object.data
uv_layer = house.uv_layers.active.data

#basics
triangles = []
vertices = []
uv = []

#(the house is already split into triangles)
for i0, tri in enumerate(house.polygons):
    triangles.append([])#create a list
    for loop_index in range(tri.loop_start, tri.loop_start+tri.loop_total):
        i1 = house.loops[loop_index].vertex_index#vertex index

        triangles[i0].append(i1)#add vertex index to triangle (all I want)
        vertices.append(house.vertices[i1])#add vertex
        uv.append(uv_layer[loop_index].uv)#add uv
#new arrays
newvertices = []
newuv = []

skip = []#contain indices that should be skipped

#-1 means it should not be skipped
for i in range(len(vertices)):
    skip.append(-1)

#loop through vertices
for i, vert0 in enumerate(vertices):
    if skip[i] == -1:
        index = len(newvertices)#amount of new vertices

        skip[i] = index#this index routs to the newest vertex

        #create new vertex and uv
        uv0 = uv[i]
        newvertices.append(vert0)
        newuv.append(uv0)

        #loop through remaning vertices
        for j in range(i+1, len(vertices)):

            #create vertex2 and uv2 for testing
            vert1 = vertices[j]
            uv1 = uv[j]

            #if vertex1 is vertex2
            if vert0.co == vert1.co:
                #if both vertices have the same uv
                if uv0 == uv1:
                    #mark this index as skippable and rout it to the newest vertex
                    skip[j] = index

newtriangles = []
#re-order triangles
for i in range(len(triangles)):
    newtriangles.append([])
    for j in range(len(triangles[i])):
        newtriangles[i].append(skip[triangles[i][j]])

vertex_str = ""
normal_str = ""
triangle_str = ""
uv_str = ""

for vertex in newvertices:
    vertex_str += "%s,%s,%s,"%vertex.co[:]
    normal_str += "%s,%s,%s,"%vertex.normal[:]
for tri in newtriangles:
    triangle_str += "%d,"%tri[0]
    triangle_str += "%d,"%tri[1]
    triangle_str += "%d,"%tri[2]
for uv in newuv:
    uv_str += "%s,%s,"%uv[:]

f = open("c:/users/.../desktop/house/triangles.txt", "w")
f.write(triangle_str)
f.close()
f = open("c:/users/.../desktop/house/vertices.txt", "w")
f.write(vertex_str)
f.close()
f = open("c:/users/.../desktop/house/normals.txt", "w")
f.write(normal_str)
f.close()
f = open("c:/users/.../desktop/house/uv.txt", "w")
f.write(uv_str)

[2]: https://i.sstatic.net/xAGM0.png![enter image description here](https://i.sstatic.net/ihNKb.png)

You have the line triangle_str += "%d,"%tri[2] twice. One of them should use tri[1].

I dont in mine, must have been an error putting it up here

There is a problem with mapping back to the triangles, I get the correct number of faves and nods, but the faces are out of order

triangles holds the Blender vertex indices (loop.vertex_index), not indices into vertices. Try replacing triangles[i0].append(i1) with triangles[i0].append(len(vertices)) in the first loop.

skip is the triangles indexes ordered,

I was putting skip into triangle when skip was already the triangle face re-ranged


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Execute function on object selection
I am using only objects from photogrammetry and the scale is far from ok when I import them. I would like to be able to scale it automatically on selection if its mesh volume is lower than a precise value.
I tried to do this like below :
def setup_handler():
   for h in [x for x in bpy.app.handlers.scene_update_pre]:
       if h == scale_function:
           bpy.app.handlers.scene_update_pre.remove( scale_function )

   bpy.app.handlers.scene_update_pre.append( scale_function )

def scale_function():
    if bpy.types.Object.test != scn.objects.active.name :
        bpy.types.Object.test = scn.objects.active.name
        if bpy.context.mode == 'OBJECT':
            volume = volumeDeterminationFunction()
            if volume <= 1 :
                scale=3
                bpy.ops.transform.resize(value=(scale,) * 3, mirror=False, proportional='DISABLED', snap=False, texture_space=False)

I call setup_handler function in a draw function class, but it doesn't work, maybe I should call the function elsewhere ? if you have any idea ? Thanks

You can use handlers to fire your function. See https://docs.blender.org/api/2.79/bpy.app.handlers.html (not the same in 2.8 afaik). Usage here in this answer (scene handler part): https://blender.stackexchange.com/questions/143273/how-to-create-a-tetrix-sierpinski-tetrahedron-fractal-radiating-from-0-0-0-pyt/144493#144493

What importer? does it have a scale property. What is possibly easiest here is to add your own operator that imports and post processes.

I mean, when I import an Obj object, I would like to scale it on the same time if it's too small, but I am looking for solutions. I really don't know how to create an operator to do those two actions but it would be perfect, I am a novice in blender's code.. If you could show me an example or something I would be grateful !

Do it in the register function of your addon. See https://blender.stackexchange.com/questions/9357/how-to-manage-handlers-in-an-add-on

I just tried this line in the register and unregister function :     bpy.app.handlers.scene_update_pre.append(setup_handler)
Still not working.. I don't understand what I am doing wrong

Use the import operator in another.
As commented, rather than importing, then waiting for object selection to rescale, recommend rescaling on import.
Here is script that uses the template  Text Editor > Templates > Python > Operator Import as a starting point.
Note I am using 2.8. If you are using 2.7x or before, adjust to reflect that version accordingly.  Most notably annotations. where the annotation foo : BarProperty() needs to be replaced with assignment foo = BarProperty()
Assumes you are doing little else than choosing a filename of obj, and when selected passes it to the import operator.
After import the new objects are selected, and in the context.selected_objects list.
Following test script prints out name and a volume based on object dimensions.
import bpy

def read_some_data(context, filepath):

    bpy.ops.import_scene.obj(filepath=filepath)
    for o in context.selected_objects:

        dim = o.dimensions
        vol = dim.x * dim.y * dim.z
        print(o.name, vol)
        # scale based on volume
        if vol < 1:
            o.scale *= 2

    return {'FINISHED'}

from bpy_extras.io_utils import ImportHelper
from bpy.props import StringProperty, BoolProperty, EnumProperty
from bpy.types import Operator

class ImportSomeData(Operator, ImportHelper):
    """This appears in the tooltip of the operator and in the generated docs"""
    bl_idname = "import_test.some_data"
    bl_label = "Import Some Data"

    filename_ext = ".obj"

    filter_glob: StringProperty(
        default="*.obj",
        options={'HIDDEN'},
        maxlen=255,  # Max internal buffer length, longer would be clamped.
    )

    def execute(self, context):
        return read_some_data(context, self.filepath)

# Only needed if you want to add into a dynamic menu
def menu_func_import(self, context):
    self.layout.operator(ImportSomeData.bl_idname, text="Text Import Operator")

def register():
    bpy.utils.register_class(ImportSomeData)
    bpy.types.TOPBAR_MT_file_import.append(menu_func_import)

def unregister():
    bpy.utils.unregister_class(ImportSomeData)
    bpy.types.TOPBAR_MT_file_import.remove(menu_func_import)

if __name__ == "__main__":
    register()

    # test call
    bpy.ops.import_test.some_data('INVOKE_DEFAULT')

It really the perfect solution here, thank you a lot for the time you took to answer me.

However, just a little precision if possible please, how I save the operator Import when the entire code is replaced by yours ? Run script is not working :/

Example written for 2.8. If you are using version 2.7x or prior will need to amend script accordingly. See edit.  Basically get the template from your version, glob for "obj" an replace read_some_data

Ok I better understand know, I am in version 2.79 ! Thanks for your explanations, my problem is now when I want to save it, I can only "save as' and not 'save' so the file is still the original one when I launch Blender. I am sorry but I don't know how to run this new file instead of the existing one..

Totally confused by this comment, save what?

Excuse me, hope it will be more clear here. The script you show me is a modification of "Operator Import" file isn't it ? But even if I have an access to this file from the text editor, I don't know how to modify the script permanently (So save the new version to replace the existing version)


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Noob question. Join/separate object
Why can't I also separate two object while in Object Mode (while to join two objects, you must go into Object Mode and not into Edit Mode) but I have to go to Edit Mode to do that? Am I using wrong workflow, method a way to do that? Looking at it from wrong perspective?

Joined objects are joined at geometry level (vertices if you prefer), so you need to go in edit mode which is at vertices level too.

To explain a bit more: 2 objects A and B have 2 geometries. When joined to A, all geometry is now inside A and B no longer exists. So you need to dig into A to retrieve what was B (and separate it).

Yes, I think you're looking from wrong perspective. In order to separate objects you need some geometry to separate selected which can be only in Edit mode. In order to join objects you need selected objects which is present only in Object mode

@lemon I think I understand that: If they are joined, for example If I want to clip an ear from the monkey head object, the blender doesn't know where the ear begins or skull finishes, so in that case I need to go into edit to tell him what my definition of ear is (pure monkey)...  But the thing is, two objects are not joined "physically", they are not touching (pyramid and sphere). I want to delete just one and leave the other. But when I select one of them, the other gets selected too. Is your answer still the same?

https://blender.stackexchange.com/questions/56153/why-cant-objects-in-edit-mode-have-their-own-name/56154#56154

@DuarteFarrajotaRamos yes, very helpful. Thanx

thanks for comments guys

I assume you are referring to the "join" (ctrl+J in Object mode) and "seperate" (P in Edit mode)
You can think an object as a grouping of mesh data with a name. Which mode you need depends on what you want to do:
What join does: Takes the selected "objects" (therefore use object mode) and merges the mesh data from the selected objects into one single "object"
What separate does: Takes the selected vertices, edges and faces (therefore use edit mode) and writes them to a new "object" (which is different from that you are currently in.
So for example join (as in ctrl+j) doesn't make sense in edit mode since you already are in a single object. However if you want to make seperately selectable and modifiable groups of vertices, edges and faces then you could use "vertex groups"
Equally seperate (as in "P") doesn't make sense in Object mode, because for that operation you need to tell blender what vertices, edges and faces you want to seperate.
Happy Blending! :)

Thanks..  It seems easier to Blend than I thought it would be, but concepts and perspectives (or whatever it is that makes Blender what it is) are not really intuitive to me and I need to work on it to grasp it fully...


text:
Problems with Animation time (with ue4)
i'm using a UE4 mannequin model that i downloaded on web because it's a pain to reconstitute that mannequin bones since it was rigged on Maya. Problem is there was an animation inside that file with a length of 40 keyframes.
I deleted this anim, made my own anim (with a new length of 20 keyframes) but now when i want to EXPORT this animation, I still have my new animation but with the length of 40 frames (20first frames are good but 20 last are just no movement, copy pose of 20th frame)...
My setup :
Maybe i forgot a parameter somewhere? Please help
The file was downloaded on this link (there is 2 Rigs, one original(parented to other Rig bones) and another for animating)

maybe thats a stupid question, but did you try saving and restarting blender?
another thing to try would be to copy the mannequin with the animation into a new file and see if that works. (I know its tedious, but maybe it helps)

Yeah i already tried to save and reopen but not to copy the mannequin in another file, I'll try that. So it's a blender bug and not a mistake from me? (i forgot to say that the file was made for 2.7.x)

it certainly doesnt look like it's your fault from that screenshot.. ( A developer could tell you more if he had the file) I did run into weird bugs regularly when I was a beginner, and I still do. Especially now when I have to relearn for 2.8 - I suspect it has to do with how blender is programmed and uses cache data (if you have to use Ctrl+Z a lot / if you did weird or near-impossible operations), but I do not know and dont want to point fingers or something. maybe putting it into a new file helps, it most times that did it for me. Good Luck!

I tried to copy paste mesh + rig in a blank project but it doesn't work :( I made some test with an animation with 60 Frames and another with 20 Frames but both are recognized as 40 Frames by ue4... However if i make a new Mesh with a new rig and a quick animation, export to ue4 works perfectly.
Is there a way to "clear" completely the animation and remove all references to start on a new base?

I dont know.. I'm really sorry. Can you edit the animation in UE4 ? Cut the last 20 frames?

Yes i can but it's not convenient =/ I will use that until i find a fix

ok at least that.. maybe someone else will look at the problem if you append the blend-file?

I edited my original post to add the link of the file


text:
How do you make the bezier curve radius larger?
I am trying to increase the radius for a bezier curve. What I have tried:
Edit Mode-> Radius, this increases and decreases the lines (I think animation lines) but the radius remains the same.
Scale: this increases and decreases the object without changing the radius.
I cant find a way to do this.
In my viewport I have BezierCurve. Not a bevel. How can I increase the radius of this?

The bevel size is a property of the bezier curve.

To turn a curve object into a "pipe" you can either increase the bevel size or add a bevel object. While in edit mode you can change the radius of each point in the curve to alter the size of the bevel at that part of the curve.
If you assign a taper object to the curve, this object controls the size of the bevel along the length of the curve and overrides any radius adjustment that may be set.
If changing the radius of a curve point does not change the size of the bevel then you would have a taper object assigned. you can either remove the taper object or edit it to get the radius along the curve that you want.

If you already have a "pipe" shaped curve, all you have to do is enter edit mode, select the vertices you want to scale, and press Alt + S.  If you want to scale the whole curve, you can also do this by increasing the "Depth" amount in the curve panel in the properties panel.


text:
I can go back to modify my Character after I put the Armature
So I put an armature on my complex character that I did in as part of a course. but I want to export it and I need to smooth the Normals. You can't do that with Armature Mode on, so how do I turn it off so that I can modify my model?

You appear to be in Pose Mode (what you refer to as 'armature mode'). If you hit Tab, you should be able to choose to switch instead into another mode. You'll want Edit Mode or Object Mode to get back into the basic modeling pipeline, or perhaps Sculpt Mode. You can also control these options from the mouse-clickable menu in the bottom-left section of your 3D View window, which currently says "Pose Mode" in the image you posted.

I want to go in the basic edit mode

Yes -- follow the instructions in my comment and you will be able to do that. In case you found it hard to follow, I'm adding an answer with an image of where you should click.

Per my comment on your question, you appear to be in Pose Mode (which you referred to as 'armature mode'). If you hit Tab, you should be able to choose to switch instead into another mode. You'll want Edit Mode or Object Mode to get back into the basic modeling pipeline, or perhaps Sculpt Mode.
You can also control these options from the mouse-clickable menu in the bottom-left section of your 3D View window, which currently says Pose Mode in the image you posted. You can find this menu at the location indicated below:

I just added a picture in edit mode but I can't still click on the figure without cliking on the armature

That's because the Armature is your currently active object. If you want to instead move into Edit Mode on the person model, you should switch back to Object Mode, and either select the person model in in the 3D View, or expand (click the little plus symbol) the Armature hierarchy in your Outliner tab (the menu in the top-right of your picture), find the personal model underneath it (assuming it is a Child Object of the Armature), and select the person model there. Once you have the person model selected in Object Mode, then switch to Edit Mode again.

Thank you soo much It worked

Great. Can you mark my answer as resolving your problem, so others know that it has been fixed?

How do we do that

To the left of my answer, I believe there should be a check mark that you can click in order to turn it green. Doing that indicates that you have accepted an answer as solving your problem.


text:
Boolean Intersect/Difference Only Uses Edges
This question is very similar to this question, (if not, a duplicate) but I wish to add a few more details of my own. (The question is also still unanswered...)
I am following Andrew Price's Anvil Modeling tutorial, and there is this part where you are supposed to use the Boolean modifier to cut a cylinder out of the Anvil. However...

The Boolean Modifier does not cut out the part where they overlap, but rather, only the parts where the edges of the cylinder overlap (I have attempted to highlight the effect of the Boolean Modifier in blue.)
Since then, I have recreated this scenario, both in 2.79 and in 2.80, but in those attempts, the Boolean modifier had worked as expected:

If I may ask then, what was wrong with my original .blend file that caused this error with the Boolean modifier?
EDIT: I have already tried recalculating/flipping the normals, it hasn't worked.

This is impossible for us to tell without inspecting the original .blend file, all the reasons listed in the linked post are possible explanations as well as the one linked in the answer (https://blender.stackexchange.com/questions/34781/boolean-modifier-not-working). With the currently given information we can only make guesses, but can't give definitive answers.

The .blend file linked in the question (apologies if didn't appear) is the original.
Here's a link. Sorry:
https://blend-exchange.giantcowfilms.com/b/6296/

Sorry about that. I have a script blocker addon installed and I couldn't see the file. That was my fault.

Wow, I really don't know what I'm doing, huh?
Following a comment on the same YouTube video of the tutorial, I removed doubles.
(In Blender 2.80, it is now named "Merge by Distance, and can be found in Edit Mode, Mesh > Clean Up > Merge by Distance"
So I learned a thing. I apologize if I wasted anyone's time with this.
\o/


text:
My mesh's automatically deformed in the viewport after aplying a new material to some faces of it
I'm new to Blender, and started practicing with Blender Guru's tutorials. I'm currently on the applying a texture part of it.
I've just finished UV unwrapping using the UV squares addon and just assigned a new, second material to some faces of the cup. Thing is, as soon as I apply the new material, my mesh's pierced everywhere with these 'faces' (sorry, I don't know how to call it). This is shown like this only in the solid viewport, while in Wireframe and Rendered it looks exactly as it is supposed to.
Does anyone know what's happening here? All I can think about is that I screwed up with the unwrapping, or that it may have to do with my PC, I run Blender in a pretty weak machine, though it's been working great up until now, but still, I'm at loss here. Thanks in advance, and sorry for my lack of language in the matter, I'm still a newbie.
I added an image to make it clearer.

while I can't do much without access to the .blend file, from viewing the screenshot it does seem that the strange interior geometry isn't part of the cup object (if it were, it would have edge lines on it since you are in edit mode). I would try leaving edit mode and trying to select it to see if it is a different model. If it is part of the cup, I would try recalculating the cup's normals by pressing "A" to select all faces, then "Alt + N", then selecting "Recalculate Outside" or "Set from Faces".
I would also check the modifiers tab on the cup and see if you have any displacement or other modifiers which could be causing the effect.

Hi, it didn't work, sadly. This seems to be happening because of my computer, i had the chance to check the .blend file on another PC, better than mine, and the mesh's perfectly displayed, without all those weird shapes. Oh well, at least it's good to know that, still, thanks for your help.


text:
Trouble baking normals to face
I'm having a little trouble with a normal bake on a face. I unwrapped the low poly head and baked a normal onto the texture from a high poly version. The normal texture looks good but I'm getting a big color difference on the model where my uv seam is. Happens in Cycles and Eevee. Anyone know of a cause for this? I've been playing with setting forever and can't seem to get it to work.
Thanks!

You should set the normal map image node Color Space to "Non Color". I'm not sure this will fix your shading, but it's the correct to set up a normal map.

Thanks Paul! That fixed it.

Your low poly and hi poly meshes are overlapping. You forgot to turn off rendering for the low poly model. Click the filter icon in the upper right of the Collections panel and choose the camera (and while you're there, the monitor icon). Deactivate the camera for that object.


text:
Why Does This Happen?

I just want both sides to lift up like the one on the left so that I can make a cool paper airplane folding animation. I tried with a plane and got the same issue. I even tried using two loop cuts in the middle and putting them right next to each other.
Update:
It may be hard to see but the little dots that indicate the middle of a face are in a bunch of weird spots.

As well as @Sazerac's answer below, since paper planes are always symmetrical, you could model under a Mirror modifier. Delete the right half, then work on the left, and have the modifier do the right.

You have overlapping faces in your model. You need to delete the ones you don't want.
If you use the dots in face select mode as a guide, it should be hard to find and delete them.
It looks like you may also have duplicated vertices, so I would suggest also using the remove doubles tool on your model to get rid of them.

This problem has been happening even with a blank plane though, even before I section it apart.


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How to reduce the file size of converted particles
I'm trying to make a voxelated object and split each cube as different objects that I can edit them individually. But while doing this, I want my file size as optimum as I can.
What I've done so far is that
-I created a voxelated object with using particle system.
-Converted the particles.

Now the particles are independent objects but the problem is the file size. It is too big like approximately 33 mb for 6000 little cubes.
I am new at blender and I don't know if this size is normal or not. When I tried to import it into unity, the program crushes every time.
Is there another way I can follow?

Do you need the cubes on the insides? If not then you could remove these. Do you need a specific file format? Is it necessary that the cubes are independent objects or would you just like to have the shape look like voxels? Please be aware that Unity is not a voxel engine and that your approach produces models with a high poly count likely unsuitable for such a game engine when used extensively.

This is really a problem within Unity. You need to investigate how to do GPU instancing in Unity. 6000 separate objects equals 6000 render calls and thats too much. This is out of scope for this forum.


text:
Are the servers overloaded?
Download speeds plummet down to zero after trying to download either zip files or the installers for the current version.
EDIT: Downloading via Steam worked, thanks.

Looks that way, can't download here either

Yes, a lot of people are currently downloading the new version because of the official release. You can try to download via Steam, might be faster.

same when trying to download older versions :( my steam version ungraded to 2.8 but I am not ready for it


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Why wont my model smooth, (I know it's been asked before)
I am working on a spiderman fan film and I got a spiderman model off of the internet, I put all the textures on it and wanted to smooth it, I clicked on the model and clicked shade smooth, (btw I have 3 parts to that model),
any help would be appreciated,
also, when i downloaded the model I saw that it had some wierd texture files and cant figure out what they are, one of them says S and one says ARM,
thank you for any help on both questions.
edit: here is a picture of the texture files, the yellow ones say ARM and the gray ones say S. I will post a picture of the model soon
these are the textures
this is the model

after I clicked smooth nothing happened btw*

Check the modifier stack.  If there is an edge split modifier set to zero, adding smooth shading will have no effect.  (having the edge split works well for a low-poly style.)  if there is one, just remove it.
I believe that the yellow texture is a form of bump map.  if i am correct, it is useless to you in blender, but would be helpful in Unreal Engine.  the grey texture could either be a bump map or a roughness map.

hmm, that didn't seem to work, there aren't any modifiers, thanks for taking the time out of your day to help though! Edit: there aren't any modifiers apart from the armature one*

does smooth shading work with your other models?

Yeah it does, I've tried smooth shading with my other models

Maybe I have found the reason? on the sketchfab page the model also looks the same as the one in blender, but the one in sketchfab looks like it has very flat lighting so it doesnt show the edges, I'm not a pro so dont judge. here is the model link: https://sketchfab.com/3d-models/spider-man-homecoming-aa1ec32b74c34bf4b48d87cfc4bedf35

i have turned down the metallic slider and the specular one and the model is looking better but not the way I wanted it to be. Edit: after I added a light source it got worse but was still better than the metallic version

I didn't know you downloaded a sketchfab model.  I'm afraid I don't have any experience with sketchfab.  If you have sketchfab, try opening the file in it, and look and see if there is any settings you need to adjust.  (if I am unaware of what sketchfab does, please alert me.)

The sketchfab model was taken off of a different website, both don't smooth properly, maybe because it is an FBX file? but I can easily convert it, and it still won't smooth, is there a way I could manually smooth the model, without it taking too long, (and without the subdivision surface modifier,  it seems to break the model)

I don't know.  If all else fails, try looking for a model on blendswap.  It's free, and all the models are blendfiles.

this probably won't work, but it's something you could try.  Try entering edit mode, pressing a to select all, right clicking, and selecting smooth vertices.  It's just one of those things that might work.

I've tried that, what happened is that the model started getting spaces in between the vertices, which looks very wierd

just an idea, have you tried assigning a different material to it?

the model came without a material, I tried it then, still didn't work, I put the textures, specular map, and normal map on and still the same thing

I don't know much about importing models from different programs, so I'm afraid I can't help you.  sorry.

That's alright, but I have noticed something with the model, when I press shade smooth, the model changes very slightly, there are no signs of smoothing but some things do change very slightly


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Blender 2.8 - How do you copy things like rigidbody constraints to other objects?
I found an answer 4 years ago, which is no longer valid for blender 2.8, can anyone help me?
update: all suggested solutions are used to copy RigidBody or Constrain, but not "Rigid Body Constraint". I need to apply rigid body constraints, after the generation of fragments with CellFracture
Unfortunately I don't find or exist "copy rigidbody contraint"

UPDATE:
I found a temporary solution, after applying the cell fracture, I create a single object, with (Ctrl+J) and I assign the rigidbody constraint, and then I separate with (P) -> by lose part.

it must be missing in 2.8, maybe warn the developers

Unfortunately I think so, I hope someone can help me with scripts.


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Add object of certain size
I am trying to add a cubed object of certain dimensions instead of the default cube. I have looked over the documentation and can't see a way to do this.
To clarify. I'm looking for a 3D program that acts like CAD in that if I want to add an object in SI units I can. Eg 10mm x 25mm x 12.5mm. Or I want to change an object created by someone else. Scale does me no good if I don't have reference to the current size and units, and I'm not sure why anyone would want or need to do all that work when the rest of the world understands units.

Once you've added the cube, use the operator panel to change its size. Next time you add one, it will have the same size.

Right click on add cube, view docs, follow first link Adjust Last Operation

If you want to change the New file so it has a different sized Cube, make the changes and File->Defaults->Save Startup File. Or you can use Python to create a cube of specific size.

In order to get a cube of certain dimensions, you create a cube, and, while in object mode, go over to the tool bar that comes up when you hit the "t" key.  Under the Item tab (in 2.79 it's under Transform), you will find dimension settings.  Be it known that when you change the dimensions, it also changes the scale of the object, so you will need to apply scale later.
In order to apply scale, you just need to hit ctrl-A and select from the drop-down "scale".

oops... looks like this might not have been the answer your looking for.  If not, I can delete this answer.

my answer won't change your default cube.  Sounds like that was what you wanted.


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Blender 2.8 no shadow lighting
I have a blender object for export into BeamNG. Is there a generic lighting scheme or environment that will not create shadows?
To clarify, I am looking for a no shadow environment in Blender 2.8
Grateful for any help.

Lighting and Shadows are set in the target software, not the exporter. I don't know what you are looking for exactly, but there are few formats that actually export lights, and even if they do, how those lights act is determined by the renderer of the application you display your model in

Thank you. I added clarification to the question.

There is no global solution if you are using an environment texture in your world material.
You can turn off shadows per object/lamp though.
For rendered objects go into the object settings under cycles visibility turn off Shadow.
For lamps go into the material settings and turn off Cast Shadow.
You can do that with multiple objects, select them all and hold ALT while disabling the shadow option. If your objects have mixed settings for this parameter toggle it twice, to unify them.


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Holes appear in object mode but not in edit mode
As I was working on making a rendering better I change some settings on blender and ended up with holes in my object that do no appear in edit mode. Increasing subdivisions helps but does not clear it, any ideas?

Can you add screenshots to your question? With the current description it's very hard to tell what happens.

yeah sorry was meant to but forgot, here they are. Yeah I cant really remember what I changed, I was just messing about really.

The issue is that the vertex you have selected is not connected to several faces around it. You need to fix your topology. you can see that things are going wrong because the orange line extends far beyond the neighboring vertex, indicating that they are not connected.


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Constraints tool for Blender 2.8
I am new in blender. Now I watch tutorials and try to make it. Have problem with making this tutorial (He create a glass and destroy it with the bullet). To complete it I have to use the "Bullet Constraints Tools" (I need to tie the meshes so that they look like one object), but I can't find this or any kind like for Blender ver. 2.8. Here what I find: Bullet Constraints Tools, Bullet Constraints Builder.

Can I complete this tutorial without this tool, or there is another tool I can use that support Blender 2.8.

I'm actually doing the same course. I've been googling to see if maybe there is another version. Did you manage to find anything yet?

I found tutorial(https://youtu.be/l0tUkP3rGRw) about how to made constraint in 2.79 and then open this file in 2.8, but it didnt not work for me. I also found special constrait versiion of 2.8(https://blender.community/c/graphicall/Lcbbbc/), but it's non stable and closing after 2 minutes of working. I'm waiting of stable version of it.

It looks like it has now been ported to Blender 2.8.
https://github.com/timothy-strange/bullet-constraints-tool


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Can't change number of vertices/segments on just created mesh
I have a problem with changing segments of a newly created sphere. A window where I can change it is transparent and does not respond to any clicks. This problem is with any mesh I create. There is already another mesh in the project in which no problems were observed.

Every time I click this window just disappears. Thanks!

did you try actually clicking on the spinners and not the window itself ?

Maybe you need to reactivate the Global Undo option in the Preferences > System.

Yes, that helped. Thanks!

Why is the not-global undo disabling these options? very weird UI choices here

@Oli it probably has to do with the fact that editing the primitive mesh requires to do a kind of undo, but I don't know enough to tell more   :/


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Custom Nodes: How to validate a link?
I'm developing an add-on that uses a custom node tree. I want to be able to set a link between nodes as being valid or not:

NodeLink has the property is_valid which controls also how it's drawn (as pictured above). I want to use this value, but something keeps changing it to True any time the node tree updates.
Node's have the insert_link(link) method which you can override. It seems to be the first thing called when a new link is made. This would be an ideal time to validate the link and set the property.
After insert_link(link) returns, the NodeTree.update() method is called on the parent NodeTree which you can also override. What ever value you assigned to NodeLink.is_valid is still the same at this point.
I don't think any other functions are called inside the custom tree after that? But once the UI updates the NodeLink.is_valid value has returned to being True regardless of what it was set to.
The same thing happens if you change the value from the python console. It will draw in the red color and be False if you check the value. But as soon as any new link or update is made to the tree, it goes back to being True again.
Something else must be determining if a link is valid each time it updates? But I cannot find anything in the documentation that says what this is or how to interact with it??? But, it seems like this should be something that can be done given there is a built-in value for it and the UI checks that value when drawing it...
So how do you validate links in a custom node tree?
# First function called in custom tree when a link is made
def Node.insert_link(link):
    # Validate the link
    link.is_valid = False

# Called after insert_link is finished
def NodeTree.update():
    # Link valid value is still set from above
    link.is_valid
    False

# After update link valid value has been set to True
link.is_valid
True

I'm currently working around it with a custom bool property, which essentially just duplicates the existing property. Which works fine for preventing problems with invalid connections, but the state of the link isn't displayed in the UI.
I suppose an acceptable solution would be a way of making the link draw in red using my custom property. It just seems really silly when the property already exists and does the thing I want, but something keeps on changing it on me.
ntree_validate_links(bNodeTree *ntree) in the C code is the thing that causes it to change and is called as essentially the last thing when updating a node tree. It does three things, first is sets the flag to valid, second it checks for a cyclic link and will set the flag to invalid if found. Lastly it checks for ntree->typeinfo->validate_link which I'm assuming is a function pointer and calls that to set the flag.
I'm not seeing anything in the RNA node stuff to interact with it though.

I haven't tested this myself hence just a comment and not an answer, but it seems in insert_link you would use node_tree.requested_links.add() to mark links you would like to add which you can then actually add to the node tree in update. Assuming that you're using self.links.new() in update that would be a different link object than in insert_link(). That is the idea that I've got from a quick glance over existing code, e.g. https://github.com/LuxCoreRender/BlendLuxCore/blob/refactor/new_blender2.80/nodes/base.py

@rjg I could have it create/not create the link that way. But the standard behaviour is for the link to be created even if it's invalid, but have it marked as such. That causes it to be drawn red in the UI which is what I want to emulate. I don't really like the idea of the user drawing a link and having it not connect.

The idea that I had was to still use is_valid, the choice of the user shouldn't be ignored. If I'm not mistaken you should be able to follow the described approach and set is_valid on the link created from the requested_link in update. I'll look into it if I got a bit of time this weekend.

@rjg I think the problem is that is_valid will still get reset on future updates, but I will try it out and see if that's the case.

Sorry for the bump, but I have found a way to set is_valid and have it stick.
You just have to call it from a timer, which starts right after update is called on the node tree.
class CustomNodeTree(NodeTree):
    '''Custom Node Tree'''
    bl_label = 'Custom Nodes'
    bl_icon = 'MONKEY'

    def update(self):
        '''Called when node graph is changed'''
        bpy.app.timers.register(self.mark_invalid_links)

    def mark_invalid_links(self):
        '''Mark invalid links, must be called from a timer'''
        for link in self.links:
            if type(link.from_socket) != type(link.to_socket):
                link.is_valid = False

The actual check for validity is very simple in this example; feel free to substitute your own.

If I understand this correctly, checking if the link is valid on update won't work because properties are not updated yet, so using a timer postpones the actual calculations to the next frame. Although, it's not really clear to me exactly when a registered timer function will be called if the first_interval parameter is 0 (default)

It gets called as soon as Blender's scheduler for timers decides to call it, which is usually pretty soon.

I'm not sure this is what you're looking for.
In Sverchok we add a property to the socket class, called 'other', which returns the socket instance of the other socket, and even iterates back through "ReRoute" nodes.
@property
def other(self):
    return get_other_socket(self)

This lets us do a simple test when appropriate.
if not socket.is_output:
    if not (socket.bl_idname == socket.other.bl_idname):
        ... # handle the mismatch in socket types

You figure the logic out for input sockets vs output sockets. Some node systems (Sverchok included) don't allow a node to accept multiple links on an input socket -- By design.
modified from sverchok/data_structure.py
def get_other_socket(socket):
    """
    Get next real upstream socket.
    Will return None if there isn't a another socket connect
    so no need to check socket.links
    """
    if not socket.is_linked:
        return None
    if not socket.is_output:
        other = socket.links[0].from_socket
    else:
        other = socket.links[0].to_socket

    if other.node.bl_idname == 'NodeReroute':
        if not socket.is_output:
            return get_other_socket(other.node.inputs[0])
        else:
            return get_other_socket(other.node.outputs[0])
    else:
        return other

My current workaround is a custom property on the sockets. Input sockets validate links made to them and set the property. So under the hood it works (though I'm basically just duplicating the existing property which seems dumb). But the state of link isn't reflected in the UI, which is what I'm mostly after at this point.

@hekete i might be wrong here, but maybe is_valid is used to identify cyclic links? -- in which case it would make sense that the property is continuously reset. May be useful to see this: https://github.com/sobotka/blender/blob/2ea82e86ca60c1c268c6074ecba10524cebd97ed/source/blender/blenkernel/intern/node.c#L930-L948

It does identify cyclic links and does so automatically even in a custom tree. But if you look at a cycles node tree, connecting say a BDSF socket to a Value socket will also set the flag. Some process seems to validate links after a NodeTree.update() but maybe it's not possible for a custom tree to interact with it...

@hekete the is_valid from Python maps to flag in the RNA code and is indeed used to determine how the link is drawn. This can be seen in node_draw_link() in drawnode.c. You can find the code where this is used by searching for ->flag or by searching for NODE_LINKFLAG_HILITE, NODE_LINK_VALID and NODE_LINK_TEST which are used to indicate the state that the link is in.

I'm just not seeing any way to interact with it from python :(


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enum property drop down with labled columns
Examples in the UI are the Math shader nodes Operator drop down (Also similar, but not an enum is the Add Modifier drop down). They have columns with headings and the items grouped under them.
How is this effect achieved? I can't see what the Math node does, but the UI code for the Modifier drop down doesn't have anything special it just uses 'operator_menu_enum' UILayout.
Is it possible to achieve the same thing in an add-on?
(It seems like it might use the menu system to draw the layout and I thought 'prop_with_menu' function might be on the right track. But calling that in the draw method crashes blender, so I don't know if and how it can be used at all.)

Loosely following the example of the "Math" node in the C code (rna_nodetree.c, line 177— Warning: File is huge.), it turns out that the items in an EnumProperty are sorted into columns by the 1th index (name) of the most recently preceding item that has neither an identifier nor a description:
bpy.types.Scene.TestProp = bpy.props.EnumProperty(
    items = (
        ("", "ColumnA", ""),
        ("ColA1", "ColA1", "Desc."),
        ("ColA2", "ColA2", "Desc."),
        ("ColA3", "ColA3", "Desc."),
        ("", "ColumnB", ""),
        ("ColB1", "ColB1", "Desc."),
        ("ColB2", "ColB2", "Desc.")
    )
)

I don't believe this behaviour is currently documented anywhere.

Vaguely relevant (but better documented):
None can also be used to insert separators in the middle of each column.


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Combining bpy_prop_collection to use in prop_search()
I want to have a prop_search box that searches over two different bpy_prop_collection's.
My thinking on this is that I need to create a combined bpy_prop_collection using a parent class (say bpy.types.ID) and add all the values from the two lists to it.
But this doesn't seem possible for a few reasons, but mostly because it doesn't seem that you are allowed to change a bpy_prop_collection (or any prop type?) during a draw() call (where the prop_search is called).
So, is it possible to have a prop_search work with multiple collections some how?
Eg:
class SomeClass():
   myProp: bpy.props.PointerProperty(type=bpy.types.ID, name="my", description="prop")

   def draw(self, layout):
      self.collection = bpy.props.CollectionProperty(type=bpy.types.ID, name="foo", description="bah")
      for name, val in context.blend_data.objects.items():
         self.collection[name] = val
      for name, val in context.blend_data.collections.items():
         self.collection[name] = val
      layout.prop_search(self, "myProp", self, "collection")

Even if it doesn't work can you add code to clarify what  you are trying to achieve. A prop search sets one prop by searching another. eg https://blender.stackexchange.com/questions/110572/prop-search-with-a-custom-propertygroup

@batFINGER right and I want my prop_search to be able to search the concatenation of two collection properties.


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Why my object do not affected with nodes?
When I use shader on a material it will change but the object connected with this material don't change ??

hello, yes it should change the object, but please provide more details because it is a bit vague

Hello and welcome to the site! Maybe you don't have any faces assigned to the material, but as @moonboots said, it's impossible to tell without more information and thus won't provide you with good answers. Could you please edit your question and add more information or even upload your .blend?

you need to go in Edit mode, select the faces that you to give this material, select the material on the list, and click the Assign button


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Where can I find context commands for every line
I'm fairly new to blender scripting and I'm having some trouble figuring out the context in which every command must be to work. My code looks like this:
bpy.ops.object.origin_set(type='ORIGIN_GEOMETRY', center='MEDIAN')
bpy.context.area.type = 'VIEW_3D'
bpy.ops.view3d.snap_selected_to_cursor(use_offset=False)
bpy.ops.object.editmode_toggle()
bpy.ops.transform.translate(value=(0, 20.6551, 0), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(False, True, False), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False)

I've figured out view3d for the snap, but as soon as I want to move it in edit mode it closes blender
I assume I need to set the context for every line but I have no idea where to start looking for what command needs what context.

IMO, for what you are attempting to do above, would go straight to linear algebra and using matrices.  eg https://blender.stackexchange.com/a/186009/15543  shows a low level way  to set origin to geometry (instead of op above)  after which  (for rest above) set object matrix world  to cursor matrix, then transform the mesh again.  This removes any need for switching mode or being in a certain space.


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Pixelated shadows and obvious seams when rendering
whatever I do, I keep getting these annoying shading lines when I render. my GPU is an rtx2070 super and I'm using OptiX render settings.
I was editing an old project and had to import the fbx to a new scene because the settings in the old scene were causing me to have half-hour predicted render times for something with 4000 tris. also, no shadows were showing up no matter what I did. presumably, I messed with some settings by accident a while back and I couldn't figure out what.
here's the viewport render

and the actual F12 render

Please help :(
EDIT
I've attached a link to a google drive folder with the file in it. I'm remotely accessing my pc from my phone atm so if there's a way to upload files on this site that's why I couldn't find it.
https://drive.google.com/file/d/1LVEc-kneE1CcPOu8bCxRSYxId8eeWC9A/view?usp=sharing

Hi, can you please share more info? Did you try to play with faces orientation? What about shading smooth and changing to smooth value? What value is there? This really seems like shading problem. Can you share your file?

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

i'll upload the file now! didn't think about that

uploaded the file now, sorry it took so long


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Blender compositing, blur node problem
I am using mask for motion tracking scene, and I want use blur for mask in compositing. what is problem: blender node is bluring mask and make it larger, that causes problem for me, is it possible to make blur inside region of mask? ( blured mask, but in mask area, not outside) Last image has red area, that shows how blur node make mask larger
Thanks

Erode and blur?

Thanks, good node

Just multiply the mask by the resulting blur. Done.

Just use a Dilate/Erode node set to 'Feather' instead of a Blur. Setting a negative Distance will erode the edges based on the set Falloff - so it will always be within the region of the mask. For more control of the falloff, set the Falloff of the Dilate/Erode to Linear and add a Color Ramp node or similar so you can control the falloff profile manually.

Note the Split Viewer showing the comparison in the Image Viewer window between original (right-hand side) and 'feathered' (left-hand side).

Thanks a lot, erode node looks like good solution. Falloff node only available in shader compose, can't use for mask, but erode and color ramp is enough.

@VladMarkelov by ‘falloff’ I meant the Falloff property of the Dilate/Erode node, rather than the Falloff node. Glad this helps.

understood about falloff, thanks)

Perform your blur, then apply the emission constriction by multiplying the mask by the result.


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Can't render with Displacement Modifier on - is it destroying the mesh?
So Im working on a loop simulation of inside the body (in this case the bloodstream) and having trouble rendering it. Ive made a circle into a tube (like a very thin wide donut) then into a mesh and added a displacement modifier. I also put a sub surface modifier either side. Nothing too extreme on the settings. Based on (but modified) this tutorial by BlenderMeds. I had the same issue when following the tutorial without my modifications to make it a Loop.
https://www.youtube.com/watch?v=98wp3mfjquM
It looks fine in the viewport (not torn/broken) but I cant render. When I try to, there are big gaps with nothing, just grey. Then with the displacement modifier switched off it renders ok (but just obviously without the effect i want).
Sorry if this is a noob question. Ive tried and tried and searched around and cant find an answer!
Render without the displacement modifier

Render with displacement mod turned on

Render with displacement settings I want (doesn't show at all)

Tutorial blood vessel not rendering

could you please post screenshots of what's happening? And also a screenshot of the modifier stack?

Or even post your .blend file so we can dig in.

Thanks for your replies, Ive put screengrabs and a link to the file in the post!

I'll bet you have a duplicate of the loop from before the displacement modifier was applied rendering at the same time. Disabling the eye icon in the Collections panel doesn't stop rendering. Click on that funnel-looking-thing to enable more filtering options. You want the one for rendering, which looks like a camera. Disable that for the duplicate. You can also do that in the "Object" panel (orange square-shaped tab)
EDIT: Yep. Turn off that camera icon:

Much appreciated!


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Mesh moves when trying to attach weights
My mesh moves from the armature when I try to add weights. I followed the answers in another thread where it said to apply rotation loc and scale to mesh and armature which I did plus tried merge by distance, but the problem is still the same :/. Anyone know why?
Also the eyes and the teeth are separate object. How do I make sure they follow the head as it moves later on? Do I have to add them to the rig too? And how do I do that?
My blender file: https://drive.google.com/open?id=1i6xRZwlATJJtPr6VQTGiB3muerGI0zv6
Hopefully someone not as new to this as me can help me :/
Respectfully, Ellen

The problem is the mesh has a parent called goat_obj_root.001, which has transforms. Apply the transforms on that empty, then try again.

Oh it worked! Thanks! Do I have to add the weights with the eyes and the teeth on shift at the same time or should I just pick the body mesh and the bones and add weights?

It doesn't count. You can do it in the same time or individually.

Ok because if I do it at the same time and then go into Pose mode and adjust the model the teeth and the eyes pop out of the model and goes elsewhere. Do you know how I can adjust so they follow the head? Is it the Keep offset thing?

No, that's because the automatic weights are wrong, you have to repaint the head's weight in weight paint mode or reassign the vertex group in edit mode. But if there are no bones to open the mouth, why don't you delete the teeth?

Oooh ok I see! Ill remove the teeth and then hit up a tutorial on weight painting, thanks so much, you helped a lot! Hope I can pay back to the community as I get better at this

I tend to make a non-deforming bone for the eyes and teeth, and parent them to it. Teeth, after all, should stay rigid, and eyes should keep their shape. Unless of course you're doing a really cartoony rig.


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Rotate Individual Origins Of An Array Of Faces With Proportional Editing On
I am trying to rotate an array of faces with with proportionally edit on:

Each face needs to rotate on its on individual origin.
Proportional editing should gradually diminish rotation from the first to last faces.

I am blocking out the vertebrae of the human spine.
L1 faces (the unhidden faces) need to be rotated and L2 - L5 should inherit this rotation but L2 - L5 must inherit the rotation in diminishing amounts and must rotate on their individual origins.
How do I do this?

Even with proportional editing on, any selected geometry will be transformed 100% by your action. Hidden faces and geometry not affected by proportional editing.
Fix:

Set your Axis and Pivot Point settings (probably normal and individual origins)
Select all the faces you want to be rotated by any ammount
do Hide Unselected with Shift+H to protect everything else
Enable proportional editing and select only the faces where you want maximum rotation
Rotate and ajust the proportional range with scroll wheel

I don't totally understand but if your trying to rotate on the faces origin just change pivot point to individual origins.

If I understood correctly you should select all faces make vertex group, then switch to "individual origins" pivot by holding "." and find a setting that allows you to only affect the vertex group. Then select only one of the faces and rotate it with proportional editing. The effect should be that it only affects the faces in vertex group, rotates them by individual origins and gradually rotate less as they get further away from selected face. I don't know how to only affect the vertex group tho. Possibly something to do with masking or field weights


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Change Viewport's Orbiting Axis While Sculpting
I am learning how to sculpt in Blender with a Wacom tablet. I'm finding that orbiting the viewport so a plane of mesh is at an ideal angle allows comfortable and ergonomic strokes to be made with the Wacom tablet. But some planes are at such angles they are very difficult to orbit the viewport an angle to make an ergonomic sculpting stroke.
This problem would be solved if I could (on the fly) cause the viewport to rotate on a custom xyz coordinate. Additionally, it would help if I could invert the x,y,or z. axis to gain additional ergonomic angles.
How do I do this with existing features or add-on? Or how about a solution that will achieve the desired effect?
In this screenshot the middle bar of clay has a diagonal stroke going from left to right. I need to orbit the viewport so each face of each other bar of clay is perpendicular to the user to make the same kind of stroke. Making the all planes of the first and third bars of clay perpendicular to the viewer seems impossible. Therefore my question.

what do you mean by, "Better orbiting control"?

@Millard if you look at object B the axis runs from top to bottom, as a result the viewport orbits around well. If there is a way to make the viewport z axis run from top to bottom for A or C  the viewport would orbit those meshes with better control. As it is, A and B both lock up at points during viewport orbiting and you have to turn the mesh in contorted ways to achieve the same viewport angle that comes easy with B due to Z axis running vertically through it.

I don't know if this will solve your problem entirely, but under the user preferences - navigation - orbit, select trackball.  this should help at least some.

Maybe I should rephrase the question as: how do I cause the viewport to orbit relative to a different xyz coordinate system?

I'm not sure how you would do that, although it would be useful.  Hope someone else will know the answer.

Interesting that the 3D cursor does not show up in sculpting although you can move it around shift + right-click. If you could see it then you could use rotate around cursor

A workaround would be to parent a camera to an empty, as follows:

Then, in the viewport snapping settings, enable face snapping and check Align Rotation to Target.

After doing this, dragging the empty around will snap the camera perpendicular to whichever face your cursor is on.

Setting the transformation orientation to Local will allow you to transform the empty relative to its own coordinate system.

Additionally, you can enable the visibility of gizmos to be able to easily rotate the empty:

I followed the steps above. The empty snaps to faces. The camera moves with the empty. But the camera is not pointed at the face the empty snaps to. What am I missing?

Does the camera rotate with the empty? If so, just rotate the camera itself to point directly at the empty.

It does rotate. So I can see how this could work. If it's the way I understand now, it's a very cumbersome way to do it, because I would need to make little angle changes hundreds of times during sculpting.

You can use view roll for rotating the screen by the looking direction, as you do in Photoshop or GIMP or something like that.

Press SHIFT + num 4 or SHIFT + num 6 to rotate. In your case, you can set up the touch wheel of Wacom tablet to use the same key, or you can defined a new set of view3d.view_roll keymap.

I added a screenshot with an example. I am unable with this answer to make all the planes of the first and third bar of clay perpendicular to the user to make the stroke in the example screenshot, unless there is something I am misunderstanding about how to use the roll.

@Keenan It will roll the screen(user perspective view) like you turn your monitor. So in your case, not that easy to rotate to that position. But in the case of perpendicular, then a simple addon to catch the selected face will be desired.


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Beginner here, I want to do something like this
First of, I am a completely beginner of Blender 3D. I didn't even touch it in my entire life.
I just finished my Photography And Videography course. I am interested in nature, environments, etc. I am thinking of making a website of photography kind of stuff.
My problem is I can't go to places like beaches, gardens and all that because my town does not have those beautiful things. Suddenly, I came to know about Blender on YouTube. I watched couple of videos showing 3D environments that look so damn real. I mean, ultra HD. Wow! And the best part about that is it has camera to animate it and taking pictures. Since I've done Photography and Videography course, I can easily handle the camera, I guess. The only thing I need to learn is to make environments, camera handling, timeline, shaders, etc. I can grab assets from somewhere.
My question is, from where should I start and what should I do in order to make this dream possible.

start by watching free online tutorials: https://www.blender.org/support/tutorials/

We all like a stories :) ... but this site is not suited to your kind of question ... try to ask on https://blenderartists.org Thank you

If you are a beginner, my recommendation is to watch the full Donut beginner tutorial series of channel Blender Guru on youtube.In that donut tutorial series, you will learn modeling, some sculpting tools, some modifiers, particles and about materials and texture painting. Then try to study all the  sculpting tools so that it will help you to make landscapes. you can fins tutorial series about sculpting in youtube. then try modifiers tools too. So first try that donut tutorial esries.

OP is not interested in modeling skills rather than gathering models and building scenes.


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Multiple gpu render fail: illegal adress in cuCtxSynchonize()(device_cuda_impl.cpp:2077)
I keep getting this error when i am doing viewport cycle render.
My gpu is 3090 2080ti 1060.
 F12 render working fine but viewport render pops out that error
I was try to fix it by

Replace GPU
change card slot
different order gpu
try to plug one gpu and run it ( all card renders fine)
try many blender version 2.79b 2.80 2.83 2.90 2.91 2.92 2.93(beta)
non of them suddenly not working!

I remember that there was window major update and, looked up what is installed recently.
There is one update, and it called Servicing Stack 10.0.19041.925.
This window update can't be roll back once installed.
There is no way to delete this, so I can't test this that causing issue
to this Blender CUDA issue.
maybe, this is Window update issue, or Blender issue, or my GPU issue, or PCIE slot issue?
Or anyone having same kind of issue after window servicing stack update?

Okay I found out this this cause issue.
if anyone having this issue. try to off this if it on.

They are located at Window setting -> graphic setting.


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Why is my blender file 13GB?
I'm somewhat new to Blender and I've been working on a project for the past couple of months. However I've got to the point where the file is practically unable to be opened without crashing (I have an 8 core i9, 32Gb XPS).
Looking at the file size it is almost 13GB, which is way bigger than it should be, from what I've seen. I've appended it and gathered the size of different objects and they all seem to be quite bulky in size.
The project is just a series of objects with some shaders. There are lots of spheres (which have something like 320 vertices) and cylinders. There is also a terrain I generated which is below 100MB.
As I said I'm quite new to Blender and I really can't find why these objects occupy to much file space, stopping me from being able to continue the project.

Yeah, something seems definitely wrong. I've made some pretty large scenes, filled with 2k and 4k textures, and still barely broke 1GB.

May be something unecessary packed into the file. Try ro unpack it: https://docs.blender.org/manual/en/latest/files/blend/packed_data.html#unpack-data

Lots of spheres... How many? Also a terrain... How complex, what size, what size textures? How many vertices in total for the scene?

There are 106,000,000 vertices, about the same number of faces and 227 objects in total. If someone could put these numbers into perspective, that'd be useful.


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How to add a Build modifier Object from Blender 2.82 into Unity 2017.12?
I have trouble in exporting to Unity
I wanted to use Build modifier to showing up in Unity animation
The object I use is a truss from "archipack"
First I try exporting FBX into unity as usual which will work perfectly with physic simmulation or keyfframed mesh animation but the result is the Build modifier won't effect the mesh, it just stand there without any animation.
I didn't applied the build modifier while exporting otherwise it will be stuck at that visual frame. I want all those animation to be imported.
Second I read something on trying to export to MMD first and re import it into Blender but this thing show up and I can't continue.
------

Traceback (most recent call last):
  File "C:\Program Files\Blender Foundation\Blender 2.82\2.82\scripts\addons\io_shape_mdd\__init__.py", line 152, in execute
    return export_mdd.save(context, **keywords)
  File "C:\Program Files\Blender Foundation\Blender 2.82\2.82\scripts\addons\io_shape_mdd\export_mdd.py", line 110, in save
    check_vertcount(me, numverts)
  File "C:\Program Files\Blender Foundation\Blender 2.82\2.82\scripts\addons\io_shape_mdd\export_mdd.py", line 51, in check_vertcount
    raise Exception('Error, number of verts has changed during animation, cannot export')
Exception: Error, number of verts has changed during animation, cannot export

location: <unknown location>:-1

-----
```


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How do i obtain a more rounded edge
I'm trying to trace and image with vertices but the rounded parts come out misshapen or oblong-ish. I've also done this shape in a more freeform fashion giving me excellent results, but there's more to the model that i feel like is going to force me into a tracing method anyway because I'm super new 3D modeling. I think the shape comes out misshapen because it's not a perfect top-down view. So are there any tricks to get it more rounded, should i be using a bezier curve to do this?. Anyhow here are the images. The first image is the image i'm modeling from, the second image is the one i did freeform  and the last image is the one i traced with vertices.

It's hard to tell what is your problem as you don't show any wireframe. If I had to do this kind of object I would begin with the inner circles, then the main outer circle, then extend the shape, then extrude, bevel, add edge loops to sharp the edges, etc...

Thanks i'm going to give it a go tomorrow evening.


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How do I get rid of orange specs in my render in blender 2.8?
I am trying to get better at using blender by following a tutorial i watched i followed everything but my render has orange specs i tried higher samples changing lights. i need help. these aren't white fireflies due to textures they are orange specs that don't go away no matter what.

Possible duplicate of How to reduce fireflies in Cycles?

They do look like fireflies. Are you using Cycles in 2.8? HDR? what is your material Nodes? The Rocks and Sand also appear to have the same issue. What have you set your Samples to? You can change it to 0 and watch the rendering continue until you are happy. Can you post the .blend https://blend-exchange.giantcowfilms.com/


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Ambient Occlusion Bake Too Dark On Some Meshes on Blender 2.8
I'm new to Blender (2.8) and I'm having issues with baking an ambient occlusion texture onto my UV map.  I'm trying to get an even shade baked across my entire UV map for when I color it.  However, after baking the Ambient Occlusion, certain islands on my UV map are almost completely blackened (the outside of the hat and hair mesh islands in particular).  Why is this happening, and how can I fix the bake such that the ambient occlusion is spread evenly?
Thank you for any insight you can give.

I recently had a lot of trouble baking AO for a character's teeth. The mouth was open and regular scene renders showed them looking textured correctly, but my AO bakes were completely black or completely transparent. It turned out that my UV coordinates were offset by exactly 4x the UV canvas; I had to move the UV's back inside the canvas. Then suddenly my bake worked. See if there is anything unusual about your UV's.

The normals are inverted for those portions of the mesh so it's trying to light it inside out. You just need to view the problem parts, select linked and then flip normals.
The new Blender 2.80 quickest way to indicate which way the normals are pointing is in the Viewport Overlays popover (top right of viewport) - toggle option that says 'Face Orientation'.

That worked, thank you so much!  You are awesome.  I'll keep that in mind moving forward!


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What alternatives are there for Boolean: Union
Simple question, the Boolean operator causes a lot of problems for me when I merge two or more objects together. What alternatives are there to merge the meshes of two objects to form 1 solid merge? Paid alternatives are acceptable answers as well.

One tool I've run into is the Bool Tool, it's similar but it can get better results. You'll need to enable it in the user preferences to use it.


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Bone Heat Weight Error: Blender 2.8
Trying to parent the Mesh to the Armature I've made for this giant robot we're trying to test poses for in a game I'm making.
I've never done this before, so I've mostly been following tutorials.  I had to join the parts of the robot together to get a single mesh to work with.  I've googled around and none of the solutions I've found for this issue have worked for me, I removed the doubled vertices, and I'm not sure what else to do.
To make matters worse, I accidentally saved after I tried to parent the mesh, and now I'm stuck with this giant Horizontal mesh and my tiny little skeleton and I have no idea how to fix it. Can anyone give me some pointers on this? Or point me to a good video to sort it out?
The problem is that when I try to join the mesh to the armature, the Mesh grows gigantic and rotates 90 degrees to face the sky.  And I get the Bone Heat Weight Error, and it doesn't come together correctly.

i'm sorry, I'm not sure what your problem is,  what went wrong when you joined the parts together?

This is what your question says, I think you forgot to put in the problem I had to join the parts of the robot together to get a single mesh to work with. I've googled around and none of the solutions I've found for this issue have worked for me,

Thank you, I've edited it to be more specific.

try pressing ctrl + A and selecting rotation and scale.  I'm not sure if it will work.

Ik its been years but i actually know how, watch this:
https://www.youtube.com/watch?v=FuiY0wtxdHQ&t=184s


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How to Flip Rotation from Positive to Negative?
So, I have two eyebrows on my character, both are controlled by bones.  In pose mode, when I rotate the left eyebrow counterclockwise, the rotation goes into the negative (the values are negative).  That's fine, but I want the right eyebrow to also go into the negative but when rotating clockwise.  So that way, when I want to rotate both eyebrows at the same time, they will move in a mirrored way and make an angry look or a sad look.  But right now, if I move them at the same time, they will rotate in a parallel way instead of a mirrored way.  So how do I get the right eyebrow to move in the negative when being rotated clockwise?
You may recommend to just turn the bone 180 degrees but then in pose mode, this will make the forward and backward rotation opposite to the other eyebrow.  I want all rotations in pose mode to be the same between both eyebrows except on the axis that let's you rotate the eyebrows in a normal way (in this case, on the X axis).  Anyways, so how do I do this?  There's a picture below that shows you what I mean.

I think this is a good question. How to you expect to work with this? Select both controllers and rotate with individual pivot points? The rotate tool seems to work in view space even if you use local as you space. The Graphs can probably be made to look the same but I see a fairly limited usage for this setup... at least for now.

Maybe it could be solved with a unified controller bone for both eyebrows that acts on both with drivers?

Or simply use X-Axis mirror in the Pose Option (N-menu)

Thank you for the help!  I will try this.

You have a few options. For all methods, orientate the bones as such, that the most important rotation is mirrored by default. In my case I made the X rotation control the in-out-movement.
1. Don't change anything
Blender features a mirrored copy-paste functionality. Select the left bone and press ⎈ CtrlC, then press ⎈ Ctrl⇧ ShiftV. The copied pose will be pasted mirrored. These functions are also available as small buttons on the right of the header in pose mode.

When creating good/solid shapes for animation, a  symmetrical pose is seldom desired anyway. The animator will have to manipulate both brows anyways.
2. Add a parent control bone
Add an additional bone in the center, with which the animator can manipulate both brows at once. If he wants to manipulate either bone individually, this is also possible by selecting them directly.

This has no drawbacks from the first method, since both brows are transformable individually. To set this up, add a parent bone to each brow and a Brows bone in the center. (Hide the parent bones at the end.) Then add Constraints, transfering the transformation of the centered Brows bone to parent bones. I used a copy rotation constraint for one Axis (Z) and a Transformation constraint for the other axes, transfering the translation to rotation.
The transfer has to be inversed (mirrored) for two axes.

3. Scale the parent bone
This method achieves mirrored behaviour of two axes. Add a parent bone to both brows and a child bone. The child bone will be the deforming bone for this method. Since the X axis already mirrores, we can now add a second axis to be mirrored; I choose Z. To mirror Z, scale the Parent and the new Child (Deform) bone to -1 on Z.

X and Z will be mirrored. Add a driver to the scaled bones and hide them, just to make sure the inverse scale is never cleared.
4. Use inversed constraints for the deforming bones.
Add a deforming bone to each side, which is located at the same location and orientation as the brow. For one side, transfer the rotation from Brow control bone to deform bone with a copy rotation constraint. On the other side, do the same, but inverse the desired axes (in my case Y and Z). For the inversing side, select the Brow control bone and set its Custom Shape to display At the deforming bone.

Manipulating this bone will now display the Widget in a mirrored rotation, it may feel unnatural though.

Methods 2 - 4 are distributed on the first layers of this blend.

Thank you so much for the help!! I will try one or multiple of these methods!


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I can't select "Armature" when adding a Track To constraint
So, after adding a track to constraint to the bone that will follow the eye bone, I try to select "Armature" but when I click it, it wont add it to the "Target:" field.  Furthermore, I noticed that it says "Add Object Contraint".  It should say "Add Bone Constraint".  Please refer to the photo below.  I want to make the "Armature" option appear in the field after I click it and I want to make sure that above, it says "Add Bone Constraint".  Can someone help me?  Thanks!

You've clicked on the Object Constraints tab, where you could give a constraint to the whole armature, it's not what you want, what you want is the Bone Constraints. To have access to this tab you need to switch to Pose mode, select your bone, click on the right tab.

Thank you so much for the help!  It worked!  Thank you!


text:
How do I make hand bend up and down Horizontally?
As you can see in the image below the forearm is able to twist ok on the Y axis, but the hand can't turn up or down as it also bends on the Y axis. Is there a way to fix this without using shape keys or drivers? Because i don't know python code.

I got rid of limit rot and damped track but now the wrist has this weird twist because the 3 bones in the forearm seem to reset back to their origial position. How do I fix that?

I assume a bone constraint is added to the hand bone, which limits it. You can upload your blend file so we can take a better look at it: https://blend-exchange.com/

Your hand bone has 2 constraints: Damped Track and Limit Rotation, so it can't rotate freely, the Damped Track constraint makes it point towards the bone called Hand con.L and the Limit Rotation limits its rotation:

By disabling both of your constraints (eye icons) you can get full control over the hand. You can even just disable one of them and see if it makes you the desired change.
You can also play with the values of the constraints if you want to keep some limitations to the bone.


text:
Rigging cartoon mouth
So I have no idea how to rig the mouth on this character (the small black stripe between the eyes in the picture).
I only need to be able to make the corners go up so he can smile but i have no idea how to do it!
I tried using the armature but when I connect the bones to the mouth it doesn't work

if you want a very basic way to animate maybe look for shapekeys, for more complex animation, you'll have to use bones

I suspect the mouth only has 8 vertices and then it won't work. If so, make sure it is subdivided so it looks more like a bunch of cubes in a row. (In Edit Mode pressing Ctrl + R and turning the mouse wheel will give you loopcut subdivisions.)

@moonboots Thank you! I managed to get it to work with the shapekeys!


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How do I model this curvy spiral staircase?
Can't figure out how to model this curvy spiral staircase. I initially tried freehanding it, but to no avail. I tried to figure out something with curves or the screw modifier, but it didn't work.
It seems like there should be an elegant way to do this, but I can't figure it out.

Well I think this is just supposed to be a spiral staircase, a fairly simple helix.
One way to model it would be to make a square "U" shape with three edges (e.g. delete one edge of a plane).  Rotate it so it's as shown in the image below (make sure to apply your rotation) and you'll want to offset the origin, in Edit Mode, just select the vertices and move G them to one side, which will leave the origin in place.
Then just add a Screw modifier as shown. I have set the Angle to negative to get the helix to twist the direction I want.

Edit: as per @Duarte Farrajota Ramos, an Edge Split modifier would be a good addition to distinguish between the sharp angles and the smoother surfaces.

Might be worth mentioning adding an edgesplit modifier to the bottom of your staircase stack to get better smoothing, or turning auto smooth on.

Another thing to note is that the outer wall extends much higher than the inner wall.

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


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How make make curves in a face's corner?
I am trying to model this camera for a game.
I am not modelling the same exact same features, but I want to make those types of curves. I have no idea how to make these given the model I am working with:

Is there a simple way to make those kind of curves? My only option by now is using the knife, but is not going to be symetric.

You could begin with these bevels:

Mirror, create these edge loops:

Bevel this vertex:

Clean the topology:

Inset with the B option (boundary):

Extrude inwards:

A bit of rework:


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Weird solidify results
So, after finishing the modeling process, I select all with A, then I solidify in order to 3d print the model, getting those weird results.
Edit:
Part of my file, where the problem is present

How it looks before solidify:

How it looks after:

How do I solve this?
Edit: I triangulated everything, same result.
Looks like some sections are not affected by solidify, also some holes.
I spent like 100 hours to model this, hope I can fix it.
Some parts won't solidify

Have you tried using the Even Thickness option?

Yes, didn't help

Hello :). To prevent further guessing, you can share your .blend file, so others can take a look.

.blend uploaded

1: (Not necessary but to simplify things) remove the Mirror and Solidify modifier.
2: Open the Viewport Shading menu and enable Backface Culling.

Now the problem is revealed. Mesh faces only have one side, With backface culling enabled we can see this. Your models has half the faces facing outwards (which is good) and the other half facing inwards (which is not good). To correct this
3: In Edit mode select all of the mesh and open the Mesh menu, Mesh > Normals > Recalculate Outside.

4: Look carefully where the face is selected in the screenshot below and you will see a face that should not be there. Delete this face and fill in the gap it leaves.

5: Now you can add back the modifiers

Looks ok now :) ................
........... apart from the weird edge flow !
As with most things but especially cars, edge flow is very important. I suggest you find a car modeling tutorial on Youtube and pay special attention to that.
Takes time, sometimes you will spend hours and hours just tweaking existing vertices until it is ............ just right.
Edited to illustrate Nicola's suggestion in the comments

Edited to reply to comment:
Often its extrude in one direction and the face normals are ok, extrude in the opposite direction and  you find the face normals are now reversed.Work with backface culling enabled and you will notice problems and can fix them as you go along.
Advice on edge flow? Spend a few hours watching car modeling tutorials on You tube.
Avoid Ngons and tris where possible and most important of all keep it as low poly as possible. The more geometry you have the harder it is to tweak.
Try for something similar to the screenshot below.
Note this is only the side of the car. If I was intending to model the complete car, at the same time as adding the circles for the wheel arches I would also have added a circle for the front radiator grill and work back from there.

For this Youtube is going to be your best friend. Good luck.

A face like the one highlighted in (4) can be probably found by using F3 > Select Non Manifold

Thanks! So there was the problem, I don't know how I ended up with faces facing opposite directions.
What I been doing all the time is basically extruding faces and positioning the vertices according to the reference images all the time. Sometimes I created faces from vertices.
3fingeredfrog, any suggestions for better edge flow? I tried to use 4 vertices faces, because if not I won't be able to use loop cuts if required, but for some parts triangles where more convenient, or ngons made the work easier, and since I was not going to work again on those places, it was ok.

This can only mean one thing, your topology has gone bad. Many of the modifiers such as subsurface will not work properly if you have overlapping faces. There could also be other issues. Check this forum for more issues to look for.  Very odd geometry when using solidify modifier

Well, I used some ngons. Could it be beause of that?

Yes, it could Ngons are risky business. You should try a subdivision surface modifier and if that does not work like it should and you find points and creases in it, it could point to where the mess is at if you cannot find it with the solidify modifier.

I don't think it is problem of the ngons, since triangulating everything should fix it since there won't be ngons anymore (am I right?) it and it didn't

Some thoughts.... 1. Have you applied all transforms? Object mode, Object > Apply > All Transforms.   2. Are the normals ok? Edit mode, Mesh > Normals > Recalculate Outside.  3. have you checked for overlapping vertices? Vertex > Merge Vertices > By Distance.  4.Mesh > Clean Up > Degenerate Dissolve.   5. Solidify Modifier > Thickness set to a more realistic 0.003.  If these didn't solve anything share your .blend (or even only a part of it ) so others can check it out for you.

Thanks. I followed the steps you mentioned above With 0.003 looks good. But I wanted like 1mm thickness to print it. Isn't it too low 0.003?
It looks weid again after all at 0.013

0.003m = 3mm,    :)       (0.001m  = 1mm)

More thoughts, ....... Don't forget to set smooth shading. Mesh > Shading > Smooth Shading,  and from the Properties viewport open the Object Data properties tab (the one that looks like a green triangle) go down to the Normals menu and check the Auto Smooth option. Also, perhaps need an Edge Split modifier.

Thanks! Following your advice it looks much better. Still don't know where the problem is, some parts solidify, others don't.
Thank you for your interest :)

part of the .blend uploaded, thanks!


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Need advice solving a modeling problem
I am stuck trying to solve this problem, I need some advice.
.blend file:
https://www.dropbox.com/s/3qarlafx6sbzkhf/camaro_tail.blend?dl=0
I am on this situation:

As you can see I hace a "weird" quad there.

I would like to have two proper quads instead. But I can't figure out a way of doing it.
I tried this and that's what I want on that side:

But then I have a problem on the other side:

I extrude the whole edge to make quads, but the problem keeps on repeating.

Do you have any ideas?
I would like to keep a proper topology, all quads. But the problem is the quads doesn't pair on both sides.
What I'm modeling is this, without the tail light, that I will model separately. So it's a slot for tail light.
Thanks!

Edit: New attempt as moonboots adviced:I end with and ngon because of the upper loop cuts

Hello and welcome. Please use a title that reflects the content of the question. It should be succinct, unique and identifying, and summarize what the issue is so that users can at a glance broadly understand what your post is about before opening it. Use the [edit] link below your post and avoid any emojis salutations or extraneous text not essential to the question. Remember, your title is the first thing potential visitors will see, and will weight heavily on their decision to open your question, which will directly affect the number of answers you might get.

Maybe do it this way? Do you plan to use a Subdivision Surface modifier? In that case you'll need to bevel your angles. Also it's sometimes ok to use tris, as long as the render is good...

Edit: Here is one way to fix the problem you show:

Yes I plan to use subdivision. The problem with your solution is that it is still not a quad, at least for me, because of the new edge loop. I will ad a picture to the question explaining it.

you can easily get rid of these 2 vertices with a reduction of topology

Can you please show me your idea? I can't figure it out, thnks!

for example see: https://topologyguides.com/assets/img/163679954765_0.png ... if you don't manage to reduce, please share your new file

I've edited my answer, if you really need these 2 edges on the top here is a way to get rid of them, I'm sure it is not the best topology for your object but it's just to show how you can reduce topology


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Close a mesh generating quads automatically
File link: .Blend file
I kept a clean topology, all quads while modeling, nonetheless, when the time to close the mesh arrives, I have this.

Is there a way to fill that face with quads without having to do it manually?
I tried Face>Grill Fill, and Face>Fill, then triangulate, then triangles to quads, it doesn't work.
I always get something like this.

I guess the only option is to do it manually. But worth asking since doing it manually will be time consuming and it's a situation I face often.
It's part of a droid leg.
Thanks!

Please share your file: https://pasteall.org/blend/

True, sorry. It's done, thanks

Try to use "simple blending" option in the grid fill operator panel (with a span or 2).

don't you want to simply extrude inwards and close with F? Do you absolutely need quads?

Closing with F causes crests with the subdivision surface modifier, that can be minimized with an edge loop.
I don't absolutely need quads. I just want to know if there is a better way to solve this.

FWIW I close with F and then inset the new face.  That creates a loop you can use for a control loop.  Repeating the inset a few times will give you a lot of control, at the expense of a lot of vertices.


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Blender Units of scale and solidify modifier
I have my units set to metric, centimeters, and unit scale to 1.0, meaning that each grid square ecuals 1 cm.

My object its about 17 cms long, so it is about 17 grid squares long. I all makes sense until now.
But, when I add the solidify modifier, I set a thickness of 3cm, and the thickness does not look like 3cm at all

It looks like the solidify modifier thickness is using a different scale for some reason.
What can be happening here? How do I know what thickness I am giving to the model in reality?
Thanks

The scale of your object is all over the place:
[![enter image description here][1]][1]
Apply the scale with CTRL-A in Object mode and try again.
[1]: https://i.sstatic.net/yL8Ni.jpg

Not sure what happened to the image there, but the link will show it!

That is weird, since I scaled it using CTRL-A.
If I set the scales to 1 my model looks really weird.
Thanks for the hint! I did not notice it


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What is the process of taking a model with several different parts and materials and baking them onto one map?
I have created a high-poly model of a fighter plane that I would like to export into Unity. While I am able to export the model into Unity it does not come with the details and artifacts I applied in Blender.
My research has brought to understand that the textures need to be applied to a single UV map which then can be applied to the model in Unity. Some of the methods I've tried involve joining all objects into one, creating a duplicate of the model and then doing a diffuse bake. However, this results in the map not baking at all or only producing sporadic little spots of the detail to bake.
My question is what are the steps for taking a complex model and baking several textures onto one map for export? Any advice would be greatly appreciated.
Edit:
I've added a couple of screen shots to give you an idea of how I've attempted this.
I have my model and a duplicate with the black image texture I've tried to bake onto. The node setup is also for the duplicate model.
I also have my bake setting on diffuse..note the sporadic results on the UV map..I have even tried changing the ray distance with no luck

Care to elaborate what you mean by "high-poly"? (You can use the edit link below your question to add vital information, also screenshots, maybe...) If we are talking about several 10 thousand triangles, it's not exactly efficient to use that in an RT game engine. You might want to bake the details from your high-poly model to a lo-poly version of that model beforehand. In any case, depending on your model, the process of creating game-ready assets is quite a lengthy one and Blender StackExchange is not exactly the perfect platform to create such tutorials.

Hi metaphor_set, thanks for your reply. I have added some images to hopefully give you some context... Also the model is around 250K verts.

Again, Blender StackExchange is not the best platform for extensive tutorials. 250 k verts for a game asset are way too much, but then I don't really know anything about your project or the target platform. Look at some detailed commercial assets, they don't go over 20k. Look for tutorials about how to bake high-poly to lo-poly. Also, both the hi-poly and lo-poly model should be at the same position for baking.