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Geometry Nodes: rotate instances which intersect with reference object (points and meshes)
The past months I received valuable feedback, coaching and knowhow on my first Geometry Nodes question on this forum (How to align object on normal vector between vertex and line)
The past weeks I have been editing one of the shared files. In this shared file, the GN tree places almost every instance with desired rotation. Unfortunately some instances are placed on points that intersect with the road. In my usecase the instances are streetlights that need to be directed to the road. The points are simple 2D geometry which are being used as reference in the Input Socket Points of the Instance on Points node. The road is delivered as a collection node and contains meshes. My questions are as following:

Is it possible to rotate instances that intersect with the reference object (polygons of the road)? In this case, I would like to rotate the instances with 180 degrees.
How can this transformation be applied to only the instances that are placed on the road? It is important that the correct placed instances stay in the same place.

After some research I discovered the Mesh Boolean node.I thought I could use this node to retrieve the intersection between the extrude mesh in the z-axis and the instances. From there on I would like to collect the objects that intersect and give them a rotation of 180 degrees.

In particular, I want to thank @quellenform for the in depth answers and the shared file. The file can be downloaded by the following link; https://we.tl/t-lo3Pvuy8PO

If I were you, I would not use a Mesh Boolean in your case. Firstly, you wouldn't be able to do much with the information you get with it, and it's slow. It's best to use Raycast and add a little to the starting point on the Z-axis so that the starting points raycast onto the mesh from above.

@quellenform Thanks for the feedback! With this advice it was a matter of logical thinking and adding two nodes to the GN tree. I solved the question by using the Geometry of the road as a Target Geometry Input Socket. The Is Hit Output Socket from the Raycast node is being used by the Rotate Instances node.  For reference see the following link; https://imgur.com/a/JSyh914

Very nice! You could write that as an answer and accept it. ...and the other/linked question can also be marked as solved? (just to keep this Q&A platform tidy)


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How to move only a vertex at a time of an empty object with an image sequence attached
I added a background image sequence by adding an “empty” to the scene in blender 2.8. Now,I want to match the empty where I have attached the images to the same position of the camera,but I see that I can't move the single vertex of the square. When I move one vertex,all the vertices move together. Is there a way to move only one vertex at a time ? in this way I will be easier to match perfectly the empty's square with the camera's square. thanks.

There isn't since it would stretch the image. You can grab, scale and rotate though.

with G,R,S I'm not able to match perfectly the empty with the camera...

That only works if the camera has the same focal length and aspect ratio as the one that took the picture.

I don't know what's the focal lenght and aspect ratio of the camera that tooks the picture because it comes from a movie.

That's why you need camera/motion tracking that uses a solver to determine these properties.

I have already done this step. I've tracked the movements of the real camera with the voodoo tracker and then I've imported these movements in blender. now if I move the camera it makes the same movements of the real one. but i still don't know what's the original focal lenght and aspect ratio. i tried to guess and I put 23.6mm as focal lenght

Blender's own tracker would be more suitable because it allows to refine your initial estimate. Anyway is there a specific reason why you try to align the background image with the scene? You are aware that this won't be visible in render? For combining footage you would need to work in the compositor. See for refine: https://docs.blender.org/manual/en/dev/movie_clip/tracking/clip/editing/solve.html?highlight=refine

Voodoo tracker certainly also refines the values internally, not sure if you get to see these afterwards though.

I'm trying to align the background images to the objects on the scene because I need to have a lot of reference images to pose the characters. I want that the characters will make the same movements of the actors in the original movie.

How about using fSpy?

If you want your reference image to align with the camera, setup the camera to use a background image.
In 2.80 Background Image options have been added to the camera, this allows you to keep the image aligned with the camera view even if you move the camera.

To ensure the image fills the camera view you need to set the render resultion to match the aspect ratio of the reference image.

source: Stack Exchange

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

sort: votes


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Can't decrease the brightness of the transparent shader effect
I'm trying to make a transparent plane in blender 2.8 that works in cycles. I want to reach the same effect that I have when I set up a background image with the transparency enabled. Below you can see how I have configured the shaders :

Instead,below you can see how it should look like :

mine is too bright. I tried to change the strenght value,but I don't get the desired effect. What's wrong here ? thanks.

Not exactly sure what you're going for but perhaps a mix between a diffuse shader and a transparent shader would be better. The emission shader emits light, which will result in higher brightness.

can you add a picture showing how to configure the shaders ? very thanks. What I want to achieve is to have a sequence of images that I can move forward and at the same time i wanna see behind them...

The following node setup still uses an emission shader, but ensures that it only affects the camera. The math node allows to control the transparency of the image. If you'd like to adjust the brightness you can add a Bright / Contrast node between the texture node and the emission shader node (Add > Color > Bright / Contrast).

This configuration does not work. it is bright as before.

@Marietto Have you tried adding a Bright/Contrast node and reducing the brightness?

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


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graph editor -> how to mirror this?

I now, with T i can choose my keyframe interpolation, which is great.
But i just want it to flip. What is a quick way to do that?
Goal:

My pictures might be misleading, sorry for that.
x and y values of all keyframes should stay the same!

when you press Ctrl+E you see the options for ease in an out options. In your case it would be "Ease out" option.

that easy ♂ thank you!! works!!


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How can i subdivide a cylinder so that i looks smooth?
Modelling beginner question:
I know i can choose number of vertices of a cylinder before hand. But how can i subdivide a cylinder which is already made?
i have this edgy thing here, but i want a smoooooooooth circle:

the result should look like this:

Subdivision surface? if that's not what you mean, the question is really not very clear

Just try it - it will „kill“ the whole cylinder  I want a perfect circle for the cylinder top/bottom

Whe you are modelling with subdivision modifier, you could use "support edges" or bevel the border.

Here are two examples https://imgur.com/a/z8ctpwV

i updated my question, maybe it was not clear. I don't wanna bevel, i want to have a perfectly round cylinder

It can't be perfectly round, it will appear round to a certain point if you zoom in. Also don't forget to shade smooth so that the shading appears smooth

ok i can make it by adding edge loops...then it works

@moonboots: that's ok, i am fine with that. But i don't wanna see edges from far ;)

A loop cut are the option there. But as @moonboots say "its going to be round to a certain point" https://imgur.com/a/1IQ3IRN

Subdivision surface modifier and then shift + E to make the edges sharp and keep the cylinder shape.

if i do that, the circle won't get round...it keeps edgy....or i am doing something wrong

the roundness will depend on the subdivision value you'll choose in the modifier

and this works without adding additional edge loops?

ok, got it, i made it wrong. Thx!


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how to retrieve the output value in python/driver of a geometry nodes attribute?
I have a GN node tree with an output value as a float.

Blender tells me the path to it, which is great. And i got...if i execute it...an "x" ...umpf.
Hoped for a value. How do i get the value?

Linkage: Accessing Geometry Nodes mesh data from Python, Find object instances with python, Blender 4: blf module: How to draw text in the center?, Blender 3.6: Convert curve to mesh with specified resolution via API, and using a driver: Control shape keys with drivers to the speed of rotation

Generally useful search phrase: [geometry-nodes] [python]

@MarkusvonBroady: but you are aware of the fact, that the question was asked 2022 and you add links from 2023? Makes less sense for me....

why? It seems to you posting a link is some kind of a reprimand "you should have known about this because we already wrote about it before", whereas I treat them as signposts: we're here, look at the directions to ontological neighbors.

You need to refer to the object attributes, so if the attribute is a vector you can do:
obj = bpy.context.object.evaluated_get(bpy.context.evaluated_depsgraph_get()).data

obj.attributes[0].data[0].vector

You might need to adjust the indexes for your attributes.

Hi! Is there a systematic way of chasing this kind of information down, or is it just something you have to know?, and is there a way of guaranteeing the index? e.g finding index for name?

Hi. This is somewhat explained here:
https://b3d.interplanety.org/en/accessing-custom-attributes-created-in-geometry-nodes/

Thank you! Good source :)


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how to get the custom attribute of a bezier point set by GN
I have changed my curve in GN like this:

So i simply set a "spline fac" to the control point (via store named attribute)
Now i want to read these values via python.
I tried this:
depsgraph = context.evaluated_depsgraph_get()

obj = context.object

object_eval = obj.evaluated_get(depsgraph)

object_eval.data.splines[0].bezier_points[0]["spline fac"]

and i got:
TypeError: this type doesn't support IDProperties
What am i making wrong?

Update to Psyonic's comment:
result:

I'm not sure how you "added" spline_fac but all the other values in your spreadsheet are accessed via the period. For example object_eval.data.splines[0].bezier_points[0].handle_left - Try object_eval.data.splines[0].bezier_points[0].spline_fac

i stored it via store named attribute -> i updated my question

@Psyonic: doesn't work unfortunately

I presume geometry nodes output is a mesh only, so that you need to convert the evaluated curve to a mesh in order to retreive 'spline fac'.
import bpy

C = bpy.context

original_curve = C.object

depsgraph = C.evaluated_depsgraph_get()

evaluated_curve = original_curve.evaluated_get(depsgraph)

mesh = evaluated_curve.to_mesh()

spline_fac = mesh.attributes.get('spline fac')

for data in spline_fac.data:
    print(data.value)

worked like a charm! thank you! So i cannot store attributes on curves...is this the essence? or did i misunderstood that?

it seems (in my understanding) that attributes are stored (as we can retreive them) but unless the evaluated object is converted to a mesh, they are not accessible.

additionnally, remark that if you resample the curve (in gn), even if using dg, you don't have access to the good amount of bezier points. Like if gn modifications are not visible at all in the curve data.

thank you that explanation!


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How can i emphasize my "shading edges"?
So i have these shader nodes here:

which are giving me this nice result because of the bump:

now i would like this "edges" in another color.
Please be aware that i am using voronoi "n-sphere-radius"! The easy solution with mix color node didn't work for me.
How is this possible?
i tried this...but it didn't work:

what does it give if you plug your Voronoi into a ColorRamp with your white and red that you plug into the Base Color of the Principled BSDF?

perhaps?

@moonboots: this works with "normal voronoi" but unfortunately doesn't work with n-sphere radius

If you compare the results of N-Sphere-Radius and Distance-To-Edge Functions of the Voronoi Texture, you will see that both produce essentially the same "texture shape".
The only difference is that the N-Sphere Radius will give you these differently toned "Face Indices"

While the Distance To Edge will provide, well, the distance from the center of one cell to its edge in a grayscale gradient:

So, unless you really want to go the hard way and use the N-Sphere no-matter-the-cost, i would suggest you take the 'Distance' option. Here is a quick Setup that might give you a good start:

Note: Both Color Ramp stops are very much crunched to the left end to get these sharp blue lines.
EDIT: If this approach creates too many blue lines, as Gordon Brinkmann stated in the comments, you can subtract (clamped) the Distance from the N-Sphere. Adjust the result with color ramps:

I was just working on the same answer, the only problem I had which might be not what @Chris wants, is that with N-Sphere Radius neighbouring faces can have the same color which then does not result in a visible edge if you plug it into the bump - but the Distance to Edge function will show an edge there. That's why I hesitated to give an answer.

You are right again! :-) I have updated my answer.

Yeah, I tried to figure out a solution but didn't find one yet. The subtraction doesn't work either because as you can see in your example, in the upper part of the left face there are some edges missing where they should be some. If Chris wants to have the blue edges exactly where the bump has edges it's still not correct. I guess he will have to compromise.

Use the same texture connected to another Ramp, use a mix node and plug it into.
Correction - Use the "DISTANCE" as the "Mix" factor. And color to the ramp.

try your proposal with n-sphere radius as i did - and you will see - it won't work


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How to match perfectly the camera with the 3D environment recreated from the original pictures of a movie with fspy
I've recreated the 3D representation of the environment that I've seen on the movie "the man from earth". I'm talking about the interior of the house and the exterior,the surrounding environment. Below you can see a picture of the interior :

Next I placed the blender on the same position of the camera in the real movie and I have recreated the movements. Below you can see which kind of movements :
original camera movements
then I added an empty with the original images sequence of the movie's section,because I want to have the image references when later I will pose the characters :

what's the problem ? that I'm not able to match the camera,the section of the interior with the empty linked with the images references. Is there a way to do that without modifying the geometry of the interior ? Maybe only resizing,scaling and translating the camera and/or the empty ? Below you see that I tried to do that,but unsuccesfully :
failed try
thanks.

The way you're trying to achieve it is set for failure. Use the video clip as Background Image, set Axis to Camera, set voodoo camera as active camera and then try to match the view.

I imagine that It will never match perfectly.


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How to get a 3d character already textured with black contours in EEVEE
I have created and textured a 3d character inside character creator 3 by reallusion and I've exported it with the blender preset in FBX format and then I've imported it in Blender 2.81. I would like to render it with black outlines with EEVEE. I would like that you point me on the right shader configuration nodes and/or tutorial. I don't want a toon shader. I'm interested only to get the black outlines. This is the 3d character :

This is how the black outlines should be :

Seems like Freestyle is what you want.

can you point me on a tutorial about freestyle on eevee ?


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How do I reset my keyboard Shortcuts?
By accident I added left mouse click as a shortcut for toggling fullscreen for the active window. That won't allow me to get back into user preferences to rechange it. Is there any other way to change keyboard shortcuts?

This shouldn't affect anything if you're clicking directly on buttons but you can use CtrlAltU to bring up your user preferences or press Space and search for it there. Next go to the Input tab and look for a button next to Window marked Restore (Blender remembers what changes you make and offers a handy way to reset only that section without messing up any other keybindings you remapped). From there you can use to set it back to the default value of whatever config preset you are using.
If you have nothing to lose you can also bring up the space menu and type load factory settings then save that as your new startup settings.

I feel dumb now there is a so much easier solution. The going to the user preferences solution won't work though since it is impossible to navigate through the user preferences window without a mouse.

I added toggle fullscreen to my left click and this works for me.

On the main menu:
File -> Defaults -> Load Factory Settings
This will reset all preferences.

There are several ways to restore the factory settings.
command prompt
Open a command prompt, (press the windows key + R on windows, type "cmd" and press enter if you're using Windows) and navigate to the folder in which you installed blender by typing "cd .." to go to a parent directory, "cd [name]" to open a folder and "dir" to display the possible folders. Now type "blender.exe --factory-startup". Blender will open and you should be able to change and save the settings.
blender wiki
The blender wiki gives two other ways to restore the factory settings.

Go to File Load Factory Settings and then save the preferences with CtrlU or via the User Preferences editor.
Delete the startup.blend file from the following location on your computer:
      Linux: /home/$user/.blender/'Version Number'/config/startup.blend (you'll need to show hidden files).
      Windows 7 and Windows Vista: C:\Users\$user\AppData\Roaming\Blender Foundation\Blender\'Version
  Number'\config\startup.blend
      MacOS: ~/Library/Application Support/Blender/'Version Number'/config/startup.blend (you'll need to
  show hidden files, or press "command shift g" in a finder window, and input the path).

Here's why I DV'd. While this is an acceptable answer, and it's fairly easy to read, you aren't showing much effort. Your last paragraph shows displays this. While I don't think you should have lost your settings, you should have at least looked into how to maintain them (hint: look at the second paragraph from the Blender Wiki). And also, this isn't worth a DV on it's own, but is worth mentioning and does add up, you need to to post your source when you quote things. I don't care that it's in the Blender Manual. I need to be able to click a link and see what you quoted in the page.

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


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HDRI? Sun Lamp? Or Emitter Objects?
I am stuck with a problem I can't find an all-over-board solution for.
I have a simple room(see the image) with a few windows. Now I would like to actually film an animation in this room (not in the image yet). To create a nice filmic look, I also need good lightning.
As far as I know I have following options to light up my scene.

Use HDR Images
Use Lamps (Sun, Spot, Hemi)
Use Emitter Objects

In the screenshot below I used the first method, an HDRI Image. But I want to place some more planes arround the windows with JPegs on it to keep the Illusion of having buildings arround the room and using HDR Images is causing a massive time of rendering.

Another step I think of is of course letting the lamp at the ceiling emitt some light.
the actual question is:
Woudl you light up the scene like i did (or will), or do you have any other suggestions regarding the light and scene set up?
Thanks in advance!
Download Blend File

Not sure what I'm saying is very relevant as I am also a newby at Blender, but did you check using a Light Portal? See the excellent CynicatPro example: https://www.youtube.com/watch?v=uJl8mP-HtQs

(Disclaimer: subjective answer based on my own opinions)
Depending on the look you want to go for and the render engine:
1. The Internal Render Engine
You want a daylight scene
I would recommend setting the sky to a generated type. (Have a look in World > Sky. Enable Generated and Blend. Try changing the color swatches, especially the Horizon one) If this works for you, good. Place the jpg:s where you want. In their material settings enable Shadeless (if my memory isn't failing it's under Specular) and disable Traceable (near the very bottom). Oh, and to simplify your life, have a look at the Import Images as Planes add-on. It sets up the UVs, the aspect ratio and the materials automatically.
You want a scene lit by the lamp.
I'd consider using an area lamp (add > lamp > area) that is near the actual lamp's position and shape (See in properties > lamp). You could try to move it down a bit to better light the ceiling of that's what you want to go for. Playing with the lamp's color can also yield interesting results.
2. The Blender game engine
Please consider trying baked light. Andrew Price made a good tutorial about it here: http://www.blenderguru.com/tutorials/introduction-baking-cycles/
You want a daylight scene
This could be tricky. Your best bet could be to use spot lamps that shine through the windows. You could have the jpg:s in the way as they don't cast shadows by default. I am not sure that the results would in any way be convincing.
You want a scene lit by the lamp
The best I can think of is using a spot to illuminate the floor. Maybe combine it with point lamp to fake indirect lighting of the roof.
3. The Cycles render engine
You want a daylight scene
You want to use your HDRI
Crank up the emission's strength. Making the jpg:s work requires some extra trickery, refer to this: https://m.youtube.com/watch?v=8auLtssTkEg
You probably want to disable the planes blocking light. Simply replace the diffuse by a transparent node.
You want to use the JPG:s as a source of light
Simply use them as they come out of the Images as Planes add-on. Maybe strengthen the emission. In this scenario you can discard the HDRI
You want to make a scene lit by the lamp
Simply make the neon tubes emissive.
I hope this helps.

I really need glasses. How could I miss that you were using Cycles? Morale of the story: I shouldn't answer Blender StackExchange at eleven o'clock my local time.

Thank you for your effort and this very detailed hints! I will try all of them out when I am at home. Since my Computer is slow as F*** it will take a few days until I can post some results. But I will attach them here, as soon as I got them :)

Take your time.

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


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Cryptomatte is black in animation rendering with File Output node
I use Blender 4.2 LTS.
When I render only one image by clicking "Render > Render Image" and output my cryptomatte's matte - output to the viewer node it looks fine. It is not completely white, but saved as an EXR it becomes perfect white, saved as a PNG the matte is still not perfectly white.
When I render an animation by "Render > Render Animation" and connect the Cryptomatte's matte - output to the file output, set to EXR, it turns out black. When I set the file output to PNG the result is a perfect white mask.
This is my blend file:

Is this a bug? It seems like it.
This is my node setup:

What is the issue shown by the "!" triangle on the Render Layers node ? Also, note that EXR doesn't take into account your color managment settings, whereas PNG writes the image with the color managment. So, the issue of light gray VS white is expected. Not sure why you'd get a black image on the File Output though. You'll increase your chance if you share you file : https://blend-exchange.com/.

I added a blend file if someone wants to take a look at it

Tried it with the file. I cannot reproduce the issue no matter what I do. It just works fine for me with EXR and Blender 4.2.1 on Windows 11 with CPU as well as GPU compositing also with CPU as well as GPU rendering. Must be a bug, maybe in GPU drivers?.. I mean I am ignoring the color management issue with PNGs since the white coming out as light grey is just because it goes through color transform set in color management settings. Anything unusual about your setup, OS, hardware?

Are you viewing the EXR files in Blender? Might it be a problem with viewing EXR files?

Same with 4.2.3 LTS - everything works fine for me. I would try updating GPU drivers, Make sure Blender is installed correctly, that you have official release, not a daily build. If nothing helps, you should report the bug.

Bug still occurs, I updated Blender to 4.2.3 LTS, installed the newest studio driver for NVIDIA and only look at EXRs in Photoshop.
I will create a bug report on the Blender website

"and only look at EXRs in Photoshop" Could you check them in Blender?

When I looked at the crypto mattes in Photoshop they appear black, because Photoshop does not have native EXR support. Inside of Blender they appeared correctly.
Installing the free OpenEXR plugin for Photoshop fixed it.
https://www.exr-io.com/


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Cycles is not working
I switch to Cycles rendering engine in Blender but it doesn't switch rather Blender crashes. Previously it didn't happen but now after installing an NVIDIA 710 GT 2GB graphics card it keeps happening. The graphics card is totally fine though. Other games and software runs well but not Blender anymore. I need some help and fast.
hey i tried reinstalling the driver but it's still crashing.Can you show me how to uninstall / install the driver.

You may need to uninstall/install the NVIDIA driver to get things work. Have you done that?

I tried but nothing happened. PLz show me a correct way. I need it fast.


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Texture Painting not working
I am just trying to start painting on my Characters Texture, but when I try to paint, nothing ever happens.
See the image below for my Set Up:

When I draw on either the left or right hand side, it should add color to the texture, but it won't.
Any Ideas why?

All the interesting stuff which could be the reason is hiding in the brush settings - check if something is changed in Texture rollout, Stroke rollout, Curve rollout, or create a new brush.

You need a light in scene to see the texture, or go to the material and set it to 'shadeless'. I usually set up lights in a sphere around the object and then hide them so that my object is well lit.

I'm pretty sure if there are no lights, and you are in textured view, it will automatically shadeless your model, Craig.

No it won't. I have observed that if you switch to paint a texture on a mesh that is not set to Shadeless in the material settings that it will be dark like that until you add lights. If you paint in the Cycles system, it is more likely to see something right away, though the N panel has a shadeless setting there.


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can't read custom property from linked material using python
I try to access my materials custom property's value using python. I use the following line of code to do that:
print(bpy.data.materials["MATERIAL NAME"]["CUSTOM PROPERTY NAME"])

what blender returns is this error:

1.0
  Traceback (most recent call last):
    File "/PATH/TO/MY/SCRIPT/script.py", line XY, in
  KeyError: 'bpy_struct[key]: key "INSTANCING" not found'
  Error: Python script fail, look in the console for now...

as you can see, before blender throws the error it actually logs my property's value. (1.0)
Since I am looping over all my scene's materials I did this to check if the Custom Property is existing:
hasattr(material, "CUSTOM PROPERTY NAME")

For whatever reason this is returning FALSE for all materials.
Does it have something to do with the fact that the materials I am aiming for are a linked from other .blend files maybe?
For me it's a dead end street for now, so any help would be much appreciated!

@batFINGER that worked for me. Write it as an answer so I can give you credit :)

Unless defined as a bpy.props property hasattr won't work. . Use material.get("prop") or check if "prop" in material.keys()

btw, is it possible to loop over all available keys ?

for key in material.keys(): value = material[key]


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Mesh not deformed correctly and armature not attached to it even if the weight colors are good
I'm trying to animate a character with blender 2.71. But before to reach this step I need to fix correctly the armature. The problems is that the mesh is deformed correctly but when I move it the armature seems to be separated from it. Another problem that I have is that even if I have configured correctly the weight colors,the mesh in some regions aren't deformed correctly. You can understand better where are the problems by checking the pictures located here :
pictures list

It seems that you parented the bones to wrong objects, here you have the upper legs bone parented to the lower leg mesh.

It would be way easier to join all the objects to a single one and weight paint againt.


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Looptools - cancel not working
I am working with Blender 2.9 and LoopTools Addon (which i like) but cancel does not seem to work. Whenever i change e.g. to circle and tap ctrl-z, it does not go back but just does other weird things...
is this a bug or a feature?
ok, here is a movie, hopefully this helps. I hoped i could cancel the change from the quad to circle so it would be the quad again but it just selects some weird things. I am pretty new to Blender so maybe i make silly mistake... :(
So the Command Z at the end (i am working on a mac, should be ctrl-z on windows to cancel a operation) is my problem
https://www.dropbox.com/s/1pcku1wp1zsogc9/0001-4000.avi?dl=0

Works perfectly for me. Can you be more specific?

ok, sorry, i will extend my question

From your video, it seems you have a problem with your hotkeys. CTRL-Z for you is activating the Select More command, which the default hotkey is CTRL-numpad+
Check your keymap, type in "select more" into the search bar and check what it is mapped to. Since you're new to Blender, it might simply be easier to reset your keymapings to default.


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how composite text over image
I have a movie (rusty_chain). In this movie i want to add descriptive text on top. How can i do this with compositing?
I know i can do it with video sequencer, just a layer on top of it, but if i try it in compositor (because i want to animate the text), i do not find a node which just basically adds the text on the movie.
sorry, for the stupid question...it's my first try compositing...

You first need to make sure that the background of your render is transparent, render, then plug the text alpha into the alpha socket of the Alpha Over:

unfortunately i do not know whether it has a transparent background...sorry i am new to Blender...but i love it ;) i also tried to upload the blend file and copied the link...but i do not see the blend file in my question :(

you need to pack your images (File > External Data > Pack All Into .blend) and save, then use this site (read the instructions and when you've upload, copy paste the link it gives you): https://blend-exchange.giantcowfilms.com/

got it, worked, thank you!!! i mean the uploading of the blend file....not the "real" problem ;)

ok I've edited my answer, please check and tell me if it works

works perfect! thank you! did not know that there was this "transparent" flag...

I don't know why the Compositor preview is cut off though, but the render works fine


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how can i quickly select/change two keyframes of one object
I have this situation in the graph editor:

Essentially i filter via "z loc" and all objects are currently animated on the same position.
Now i want to offset each of these two keyframes a bit.
Currently i am doing this, and it sounds too complicated, i am pretty sure there must be a better way:

i select the z location on the left for object 1

then i press shift-H to hide all other curves
then i box-select my two keyframes

then i press G X 5 to move them

i press alt-H to show all and repeat from step 1 for all objects

Yes, i know about the offset-animation-add-on but i am curious for a better manual way.
EDIT: ok, i just found out that double click on the left side selects at least the curve + handles, but still i am looking for something faster...

Not sure to understand what you want to do? The same Z shift for all objects?

@lemon: sorry if it wasn't clear. No, not the same. I know i could scale it. I want to manually move all, but independently. So for each object, i want to select  just the two keyframes (there exist more, that's why i box-select) and then move them with cursor or G X 5.

so, once filtered on "z loc", select all in the channel tree and box select the keyframes?

i want to box-select only the two keyframes of one object, then do something with that ...and then quickly box-select (or other if possible) the two keyframes of the next object


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how to parent multiple new objects to rigid body objects?
i made tracks for my tank. These track parts are just thick planes. Now i want to make them more interesting with more geometry. Inset/extrude etc.

So then i wanna exchange them by hiding the rigid body track parts and parent the new "designed" parts to the rigid body objects.
For one object, this is pretty easy, i copy with shift-d, hide the rigid body object and parent the new object to the rb object. Then i design the new object in edit mode and give it a new material.
But i don't wanna do that for 200+ track parts.
Is there an easier way to do that?
Of course the "new" objects should follow the animation the tracks already have.
Here is what i tried:
if i just "link object data", the animation/transformation is lost - that's what i don't want.

here is the blend file before:
https://www.dropbox.com/s/vtnorvl66admu2z/link%20data%20probl.blend?dl=0
here is the blend file after:
https://www.dropbox.com/s/0j927tmwtifijat/link%20data%20probl%20after.blend?dl=0
As Gordon commented right: the files were made with the newest alpha version of GN - so you might have to download them to open the files properly.

I know you are always using the latest alpha versions, but maybe you should hint to that in your question. As you know, this site is focusing on official stable releases and if someone simply tries to open the file with 3.5.1, Blender crashes. Now I cannot look into your file - so I'm not sure what kind of animations/transformations you are using. But when I select two objects and choose Ctrl+L > Link Object Data, both keep their individual animations.

thanks, i update my question

@GordonBrinkmann: was that comment on a "general" use of ctrl-l of did you really try that with my file...?

As I said, I cannot look into your file. That's why I wrote "I'm not sure what kind of animations/transformations you are using". In general this should be no problem: link object data (keyframed animation) or this: linked rigid bodies (cached rigid body simulation).


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How do I get my shape to glow, but still have detail?
I am making a fanmade K-pop lightstick for one of my favorite groups but I struggled with the top. It is supposed to be a glowing pink rose.
It is supposed to not glow, but when turned on it will let out a light glow.
I tried many ways to do this, making transparent textures, and using emission, but those either didn't work or lost all of the detail in the rose, which I still want to keep.

This is a reference of roughly what I want it to look like. I want it to kinda look like rubber or plastic with a light in the inside.

Hello do you have a reference image of the kind of effect you want?


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How do I get my water to be transparent?
I have turned up the transmission on my material settings and checked the subsurface translucency, but it's showing up shiny, not transparent. Why is that? Could someone help? I am in Cycles by the way.

Please clarify your specific problem or provide additional details to highlight exactly what you need. As it's currently written, it's hard to tell exactly what you're asking. A screenshot of your shader nodes would help.

https://blender.stackexchange.com/questions/81851/does-transparency-work-in-eeveehttps://blender.stackexchange.com/questions/162934/my-glass-material-isnt-transparent-in-eevee https://blender.stackexchange.com/questions/183705/why-does-blender-show-trees-in-my-glass-cube/


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3D model not showing faces and edges, only vertices
When I downloaded a 3D model with three files, .obj, .mtl, and .bones, I imported the obj file into Blender.  However all I see are vertices, no faces and edges.  I was able to see the 3D mesh in the Preview app though. (I'm on a mac)

Does the .bones file have anything to do with this?  How can I fix this?
My blender version is 3.3.1
Here's a link to my file:

Any help is much appreciated, thanks!

It might be helpful to people trying to help you if you uploaded an example blend file to the site https://blend-exchange.com and add that link in the question.

What is the model suppposed to look like? Maybe you could share a link to the obj as well? If it's a problem with the obj file then you should probably contact the distributor for troublshooting.

It's a mystery mountain slide from Super Mario 64  I found this obj in this link: https://www.smwcentral.net/?p=viewthread&t=81858

@Andy if you have a program that is able to open it, see if it can also save it in another format. Game assets could be optimized beyond (the most) standard implementations of a format, while a 3D program might save it 'correctly'…


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How to convert shape keys into weight bones?
Simply put I have a low poly model with little no skills in clean facial rigging so I use shape keys to give me a better output than what I can do.
Although I was able to setup shape keys and drivers for them, the model I am using is supposed to be used in a game engine (Roblox Studio) that doesn't translate shape key movement. Therefore I need a way to be able to convert my shape key movement into a vertex weight so I can attach it to some kind of bone in order for the game engine to be able to read the bone movement.
Gyazo Video
Right now the bone drivers I have only change the value of the shape key as it moves and as mentioned the game engine (Roblox Studio) won't register shape key movement. The game engine also doesn't register visual transform movement, It has to be attached to a bone in some way. Does anyone have a crazy plugin or odd way to magically make this work? I am willing to switch to different programs to get it done if thats what needs to happen.

Might be helpful to mention what game engine you are using

You can't reasonably do this.  You could make a bone for every single vertex, but that's well out of the realm of what I consider reasonable.  Otherwise, develop your facial rigging skills, or use a different engine.


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Need to scale a ring without changing thickness via animation
I'd like to take a ring and animate a increase in diameter without changing the thickness. The issue I'm running into is this: in order to get the thickness to stay the same I  have to attach a mesh to a curve, then scale that curve. However, doing so requires me to add more to the mesh's array modifier. I intend to use this object in unreal so I'm looking to rig and animate this ring. Is there a way to get the ring to actually stay a ring whenever I scale it?
The starting size and the size i'd like to scale to:

What happens when I scale the ring:

Can Unreal deal with curves?  That would be unusual in a game engine-- usually, your options are either shapekeys or armatures.  Armatures would require spline IK, probably baked to transforms.  A single shapekey wouldn't work, but two used in conjunction might.

@Nathan One shape key would be enough?  Only relative translations involved?

@Robin Betts I guess i was overthinking it.  I was worried about the thickness during interpolation.  One shapekey ought to work.  Untested though.

@Nathan .. that's OK, I tested it before commenting ;)

The Array modifier can automatically adjust to the size.
Just choose Fit Curve and select your Bezier circle.

If you create a single edge, and give it a Screw modifier through 360, with no height, and an Axis-Orientation object (the Empty, here):

.. then moving the edge along itself towards or away from the axis will have the effect you're looking for. It can be done in Edit or Object mode.

An easy solution is to make a ring of vertices with no thickness, then add a solidify modifier.
This way, you do not need to increase an array modifier because the vertices remain the same no matter the size. This will allow you to animate without the actual number of vertices changing, which would mess things up. This should work much better in the game engine because it is easy to apply the modifier, and the topology is not changing as the object is animated.

I noticed that this method does not add faces for some reason, but after animating and applying the modifier, it is easy to add them.


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How to bevel a vertex corner that is between a circle and straight?

Only way I can imagine doing it is by manually adding a circle and editing it into the shape. Which is slow. Same with knife project and that also creates other issues and is also slow. Maybe there is some magical hotkey with the bevel that can do it or something?

This pretty much exactly what the Spin tool is for ..

In an orthogonal view of the circular arc you want to create, put the 3D cursor at the center of the new part-circle, select the vertex you want to extrude around it, and invoke the tool.
In your case, you might ShiftS snap the cursor to the two selected endpoints of the bevel, so it's exactly between them.
You can adjust the center during the operation by using the arrowheads, and the number of vertices generated in the sweep using the tool's Adjust Last Operation panel

If you try it on the example in the image you'll find out the spin tool is way too cumbersome to get the circles to line up. It works but it is really slow and pretty anoying way to do it imho.

@user79164     OK, I hear you.  There's no circle guaranteed to be tangential to the curves at both ends. (Its center would be at the intersection of the perpendiculars to the curves in their plane, which is not necessarily equidistant from their ends). Are you asking for the arc to be tangential at one end, say, the one on the straight line?

Using Bevel and TinyCAD (addon comes with Blender) you can do it the following way:
If the connection is not needed to be precise, you can eyeball the intersection instead of using the Addon!
First the visual step by step (Details written below):

Remove unneeded vertices.

Select the vertex left at the top of the curve.
Press G twice for slide along edge. Move the vertex down a bit first.

Then press C to disable Clamping and move the vertex up above the top edge.
Select the two intersecting edges and use "TinyCAD"->V2X function to create a new vertex at the intersection.

Select the 2 vertices at the end of the 2 intersecting edges first and then the new vertex last by holding Ctrl, leaving the last one active (white).

Press Alt+M -> At Last (the new vertex is not connected, so doing this will connect it while at the same time removing the other 2 not longer needed vertices).

With the new vertex selected press Ctrl+B followed by V to activate Vertex bevel mode.

Moving the mouse to increase the radius and scrolling the mouse-wheel to adjust the number of vertices in the bevel you can find the fitting curve.
You may have to pull the bevels vertices close to the existing vertices, so it's recommended to press Alt+M -> By Distance to clear any vertices that may have come to lie on top of each other.

The result can look like this:

This is pretty simple and you don't even need the tinycad addon if you move verts manually approximately to the right places. Doing several corner roundings with this way is very slow tho.

Sure is slower then a function especially for it, but believe me it looks more cumbersome when explained then when used. Also added that TinyCAD is only needed when precision is needed.

You can sort of do it with CTRL+B, then V.
But that gives you this:

Which isn't exactly right and you have to delete some of the vertices that get in the way.

It is quicker to just copy paste one circle around and manually trim the extra verts. I wonder if there is a trick to get at least round shape with your bevel trick?


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Texture rendering looks different from preview
I created a 3d duck with png alpha feathers.
I merged feathers to the body of the duck.
Cycles rendered preview is cool but when I export the feathers take the unalpha texture of the body (not of the feathers)

Could You provide the scene file? I have to see the setup buddy...

Also, where are you exporting it to?

Welcome, Paolo Bertolotto.Could you upload the file for analysis?  Use this link: https://blend-exchange.giantcowfilms.com/

Ok, I uploaded the blend file, I'm a beginner, there should be some errors. I export the png file onto my hdd via cycles render

I almost give it up :)

You have set body material in View Layer Properties > Override - you have to disable it.

Second thing is your UVMap - rotated 90 deg. = squized image.
If you would like to fix it, it would be such painful unwrap each feather so I would suggest just to rotate original images to landscape orintation.

Third thing is - "someone" wanted paint feather to brown and destroyed alpha channels. I saw some separated alphas (masks) packed in your file, so you would probably use them instead original ones.
Funny, with all these errors, it is looking cool in Worbench engine :)

Note to Normals direction - if you will have some shading issue in render,
select all faces and press Shift+N.

Nice flight, your forensic team from future, in hope message will be delivered on time :)

I am not too sure what you mean with the last 11 words...
Next time you upload a scene, especially if the topic is the textures, please import the textures into the file with "File -> External Data -> Pack all into .blend".
I looked at the unwrap of a single feather and depending on your texture, this could be broken (besides from the triangulation, which is weird but not causing the problem, you are unwrapping a rectangular shape to a square):
Also please state to which format you are exporting. Could be that, as you got 25 different materials on that duck, the file format does not support that? (Which doesnt seem to be the case here, just a thing to think about)
And last but not least, you have serious troubles with your normals, as you can see on the right wing:
(PLEASE DONT DOWNVOTE ME, THIS MESSAGE IS TOO LONG FOR A COMMENT, I KNOW ITS NOT AN ANSWER AS IS, BUT I WANTED TO POINT ALL THAT STUFF OUT)

Ok great, about normals, I have feathers on both parts of both wings, do they have to face the extern? I reuploaded the .blend file!

Tringulation is common for imported models. Square UVMap means nothing it always stretches to image proportions, since you assign some rectangle image UVMap become rectangled. Normal orientation - ussually affects shading issue, but Im not sure if it has influence here in this case.


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Why is it when I change my animation and delete keyframes it deletes keyframes from a different animation?
I have 4 animations actions, idle, walk, run, woodcutting.
I swap between the different animations actions to show each of their dope sheets and then I delete the woodcutting keyframes, but in doing so it deletes the idle animations action keyframes. Why is that?

I'm finding it very frustrating learning Blender, any advice would be great. I need to delete the Woodcutting keyframes so I can start over...
How do I delete Actions? I've read the best way to do it is through the NLA editor but there's no right click option when mousing over an action and clicking Delete Strips in the Editor tab doesn't appear to do anything.
I've clicked the + icon 2-too many times, and of course the X icon doesn't delete the active action, it just clears the selection.
Here's a link to the file (and sorry its on Dropbox. Not sure what else to use):
https://www.dropbox.com/s/z9bh0sh81grjmcy/BlenderSaveShare_UsrAnthony.blend?dl=0

could you please share your file? https://blend-exchange.giantcowfilms.com/

@moonboots I've added a link to the file, it's at the bottom of my post. Thanks :)

What's happening is not what you're describing, actually you're completely misguided because one of your window is completely collapsed, so when you think you're deleting the keyframes of an action you're actually deleting the keyframes of another. So first of all, uncollapse your window, and now you'll see the action that is really selected:

To delete actions, there are several ways, one is to go to the Outliner, select Blender File in the dropdown menu, unfold the action menu, select and right click Delete. You can also shift click on the X, the action has a 0 in front of its name, meaning that it doesn't have any user anymore, it won't be here when you'll reopen the file. You can't delete actions with the NLA.

Ah, alright. I thought I was being clever having a second Dope Sheet window open, letting me swap actions without having to change the window mode. And thanks for explaining how to delete actions.

you can have a second one, but don't collapse it, otherwise if you select an action you won't be able to see its keyframes   ;)


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How can i append images (used in textures) from another blend file?
with bpy.data.libraries.load(blend_file, link=False) as (data_from, data_to):
                     print("*"*50)
                     for obj in data_from.objects:
                        print("obj is", obj)
                        if obj == source_obj_name:
                            data_to.objects = [obj]
                            break

                     for img in data_from.images:
                         data_to.images = [img]

                     for mat in data_from.materials:
                         print("mat is", mat)
                         data_to.materials = [mat]

i can import materials and objects, but i don't get the images for my materials.
what am i missing here?
i see the image names so....but i don't see the images, so obviously i am making something wrong here.
this is what i can see: material + image name is there, but the image isn't there.

What do you mean with "you dont see"? If you inspect a material using such an image, does it has an empty image texture node?

no, there is an image texture node with the right name, but if i select the image texture node,  don't see the image in the image editor. Although the name is there. i added an image how it looks like, hope it's more clear now.

With a test scenario A.blend -> B.blend and different image paths i cant reproduce your problem. But if i disallow read access on that image, i get your exact scenario. Maybe its not Blender but OS related?

i am working on a macbook...my user has read+write permissions, but not "everyone" -> was just set to read. I just changed for everyone to read and write...and now it's getting worse: [1]: https://i.sstatic.net/qccvF.png even no name anymore - but anyway - you seem to be on the right track ;) that's how my rights looked before:  [1]: https://i.sstatic.net/Q9t4F.png


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arm rig does not follow rotation
I followed Polyfjord latest tutorial (https://www.youtube.com/watch?v=MtlLUdUvw-g&t=907s), unfortunately i made some beginner mistake.
I copied just the arm rig here so you can reproduce it:
As you can see here, i have massive problems with rotations (or objects to follow the bone correctly):

i have no idea what i made wrong.
Blend file:
rig:

in the rest pose, the rotations are correct:

on frame 212 it's looking fine:

on 223 it's already messed up:

update: i could solve now this connection here by deconnecting the bones and moving the bone end points to the center of the holes:

But i still got problems at the end parts.

As far as I can tell, you're trying to use mocap to animate a mesh that implies certain limited range of motion-- limits that don't necessarily exist on the original mocap data.  Yet you have no constraints on your bones or objects to enforce these limits; if you did enforce them, there is no guarantee that the constrained animation would look much at all like the original.  Is the question, how to retarget animation from a human to a robot?  I haven't watched the video; it's long, and it looks like they're doing quite a bit more than you have so far.

Yes, the animation is downloaded from mocap - if you mean that. And Polyfjord didn't use any constraints too. But unfortunately his tutorial isn't that detailed like others of his tutorials. So i might have missed some steps. And for sure i am not a pro rigger - i still have to learn a lot about rigging. And i am also not sure whether his way really works.

The problem is the lack of joints.

Note: I haven't watched the tutorial.

maybe i misunderstood you, but if i just add a bone there, the animation is still not working. Can u maybe provide your corrected blend file or do i have to do something else but just adding a bone? Sorry, i am not a rigging-pro....but did you copy a bone or how did you add that bone? I tried with subdivide....and if i understand your picture right, you now propose a solution for the middle part, which i solved already, is that right? i am searching a solution for the shoulder part. (the U - end)

and limit rotation won't work if the bones have already a keyframed animation...so your solution doesn't work


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adding geometry with geometry nodes over time e.g. a sphere moving in a circle -> torus
I would like to add geometry over time by another moving(animated) geometry.
e.g. I move a sphere in a circle and so i will get  on frame 1 a sphere, on frame 5 some egg-like mesh and on end frame a torus.
More complicated example:
I have suzanne moving on any animated keyframe path. As i think about it...i only need the animated location points as a curve...then i am done... ;)
Should be possible but my brain refuses working right now... :(

No real idea yet, just trying to come up with a general idea in bullet points: 1. you have the movement on the circle as progress in percent or whatever, something to draw a value from? 2. Are those objects to appear in a collection? 3. Somehow combine the index of those collection objects with the progress...? 4. Or maybe moving the sphere along the points of the circle and combine those points with the collections indices? Sorry, very raw but you are more experienced in GN than me.

i hoped it would be possible somehow with the new field at index node. And of course i want a "general" solution, not just a torus ;) So i need something like "give me the geometry of that object at frame 72" or as "end goal": give me the joined mesh of suzanne moving from frame 10 to 20.

The "movement" are just animations...so no, i have no percentage value :(

Nice way to do this - extract line segment convert to mesh using circle and add two spheres at the ends of the line

i am sorry if my question wasn't clear. I meant by another moving geometry (animated) and this animation isn't a circle (just for the purpose of simplicity) but any movement in 3d space...that's why i wrote (e.g.) sorry for misunderstandings

Something like this?

You start by creating a curve around which you build a cylinder and at the end of curve you place a sphere of the same size. If you want a torus just start with a circular curve. Also if you want the steps to be smaller just increase the resample value.


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Using a particle with a bit more complex hierarchy?
I've got an parent object which I want to use as a particle and this object has children/other particle systems on it etc. However when I try it to use it as a particle system it only creates duplicates of the parent. How do I fix this? I do not want to join everything into a single mesh.

make it a group and make particles from that group?

Does this help? http://blender.stackexchange.com/questions/27818/is-it-possible-to-recursively-instance-object-particles/27834#27834

@Jerryno This still treats the parts separately and the particles dont seem to show up either.

@RayMairlot It does to an extent. But the particle instance modifier doesnt seem to take into account children objects.

then is everything on the same layer? If not it won't show up in preview, only should work in render.

@Jerryno Yes everything was on the same layer. But I finally got the result I wanted using a combination of the mentioned methods. Thanks.

In more recent versions you can use a collection and then you select the option for all of it on each instance instead of randomly from the collection.


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Pick random option in particle settings?
It is under "Render" when you select the "Group" option. How does this work? I cannot see any meaningful difference when I turn it on. It looks like it only randomizes the particles a bit differently, like a different seed.

Basically it picks a random object from the group for each particle, instead of selecting them in order.
With an already randomized particle distribution this doesn't make much of a difference, but when particles are consecutively organized the effect is more obvious:

That is a brilliant way of illustrating it! +1


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Curve modifier - define affected points
My problem is that I dont want the curve applied to all possible surfaces of an object but I still want the whole object to follow the curve. I want the curve modifier to only apply the curve to specific points. These points could then deform the whole object as needed (by separate vertex groups for example). Is something like this possible?

I'm not sure about this, sounds like kind of "conditional deformation". I suggest putting a "before vs. after" illustration to make it more intuitve.

You can use vertex groups to limit the effect of a curve modifier.

Create the vertex group manually or enter weight paint mode using Ctrl+Tab. Red means max weight, dark blue means no weight.


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Object / Edge Bevel with angle other than 45 degrees
Discovered blender 2 weeks ago, so < Noob.  Loving it so far!!  I'm looking for a way to create an effect similar to the bevel modifier, but which produces an angle other than 45 degrees.  For example, I'd like to create a cube object that has a draft angle on the left, right, front, and back faces (not top, and bottom) of 80 degrees instead of 90 degrees.  The resulting top square face would be slightly smaller than the bottom square face, with the edge faces sloping slightly.  A sort of standard trapezoidal shape.  Any advice on how to create this geometry?
Edit: I misused the term "bevel" I think.  What I'm looking to do is create a consistent angle between faces.  In the 2nd picture I'm attempting to create a 10 degree angle (100 - 90 = 10).  One issue is I don't know how to enter values (e.g. 80 degrees, 110 degrees) into the protractor.  I'm attempting to move the edges and "snap to" the protractor in this case, which is probably not a good way to do this.  I can move, or scale the edges to create the desired angle, but it is time consuming to calculate the desired coordinates of the vertices, etc.  Just looking for suggestions.  Thanks!
This is essentially what I'm going for, which isn't a "bevel."  Although I may only want to modify 1, 2, or 3 of the side faces, and exclude the other faces.

Note: in the second picture it would be undesirable to move all 4 bottom edges of the "rectangle" because it intersects another piece of the object.  So I would want to move only 3 of the 4 bottom edges in that case.  Maybe this should be a separate object?  I don't know, like I said imanoob.

Scale down top face? I'm not sure what you want to achieve. Could you post some screenshot?

Good suggestion, and it works, but I'm missing how to get the precision out of the scale tool.  It appears I can set a scale factor (e.g. 1.10) while scaling, but is there a way to monitor the angle between two edges, or faces while I am sliding the scale tool?  Ideally what I'm looking for is a way to add this angle to a bunch of selected faces at once, and be able to turn it on & off, like a modifier.  Hope that makes sense.  Thanks!

Found an ok solution.  In the transform toolbar there is a "face info" section.  Adding a check in the box next to angle allows one to see the angle while making adjustments to the face edges.

In the overlays panel, turn on Face Angle

If you transform any vertex/edge now, all affected measurements will be displayed live

You could use Shear and in the Offset field type tan(radians(angle))


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Beveling with tight geometry
I've recently purchased a copy of HOps/BoxCutter and I have been loving them so far - however, I've run into an issue where when I have tight geometry made by boxcutter, I am basically incapable of using a bevel modifier across the model. I was looking for some advice on how best I can approach this problem in order to fully bevel the model as desired.
Here's an example photo of my model.
and additionally, a view of the geometry of the model.

If you prefer the model, you can get the .blend here:

Check out Josh Gambrell. His channel is basically dedicated to fixing boolean and bevel issues. His videos will teach you the best ways of finding and fixing the exact issues you refer to.
https://www.youtube.com/channel/UCXfGjwohMgPm4Ng2e1FXySw

on what part are you not able to create bevel exactly?

@moonboots I believe right now the main factor causing bevel issues is being caused by this section of the model: https://i.imgur.com/IgIOhA8.png

@Psyonic I've been watching Josh's videos and that's what motivated me to get the plugins originally. However, I cannot seem to find a video for fixing this specific issue - I know it exists, he just has a lot of content!

@primelf I'm not the right one to help with this, but you can consider to attach blend file to see what is happening (yet not clear from your screens). Use https://blend-exchange.giantcowfilms.com and paste given code into your question. In some cases could be better use bevelling by node in render. And last note -you have also issue in right-bottom part of front face with normals shading.

@vklidu I am aware of the normals shading, I decided that was a problem for later when I have everything fully modeled. Do you have a suggestion to fix it? I've also gone ahead and added the .blend file.

Beveling such thing is not an easy, because of small cuts (like objects under Boolean.003, .007, .008). Beveled edges starts to overlap. So you can use only some small range, but even with the value 0.003 it is overlapping. You can notice that since bevelling doesn't appear until you disable Clamp Overlap under Geometry or disable mentioned modifiers.

If you need bevel bigger radius in some areas than others (like bigger radius on base shape and smaller on smaller cuts) move Bevel Modifier up in modifier's stack and use another one.
You would have to use probably some limitations, like Vertex Group for those vertices. But Vertex Group can be set only when modifiers are applied, means destructive way.

Some decent bevelling can be achieved with material Bevel node.

It's worth noting the Bevel node effect is only available with Cycles Render Engine


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CMD Opens then Blender Closes Instantlı
I installed Blender for the first time and when I tried to open it a blank CMD opened, a white Blender window popped up and everything closed immediately.
I checked almost every problem on this site and developer site but nothing solved my problem.

My drivers are updated (also have the C++ redistributable 2013)
Strangely, when I installed Blender, it didn't create a folder in %appdata%/Roaming (only in Program Files).
I tried to install it using both the .msi and .zip with no success. And have uninstalled it three times.

I don't know what to do I have no further details about the program or the error I'm a newbie.
Here's My Pc Specs:
                 BIOS: BIOS Date: 03/27/18 16:06:01 Ver: 05.0000C (type: BIOS)
            Processor: Intel(R) Core(TM) i7-7700HQ CPU @ 2.80GHz (8 CPUs), ~2.8GHz
               Memory: 8192MB RAM
  Available OS Memory: 8078MB RAM
      DirectX Version: DirectX 12
      Microsoft Graphics Hybrid: Supported
      DxDiag Version: 10.00.17134.0001 64bit Unicode

                  Card name: Intel(R) HD Graphics 630
    Manufacturer: Intel Corporation
       Chip type: Intel(R) HD Graphics Family
        DAC type: Internal
  Display Memory: 4166 MB
Dedicated Memory: 128 MB
   Shared Memory: 4038 MB
    Current Mode: 1920 x 1080 (32 bit) (60Hz)

                  Card name: NVIDIA GeForce GTX 1050
    Manufacturer: NVIDIA
       Chip type: GeForce GTX 1050
        DAC type: Integrated RAMDAC
     Device Type: Full Device
  Display Memory: 8057 MB
Dedicated Memory: 4019 MB
   Shared Memory: 4038 MB

Go ahead and navigate to your Blender install folder (usually located under C:\Program Files\Blender Foundation\Blender). From here you can click on the navigation bar
and type cmd; this should open up a new command prompt at this folders location. From there in the console type blender.exe. It will laugh like regular, but the console will stay open. This way if your blender crashes you can read the console. If you are unable to solve the problem from there, go ahead and update your post with the error information.

Also, clarifying the version you are attempting to install would be helpful aswell.

I downloaded the beta test version and problem is gone


text:
lines appearing in render
Im very new to Blender, after creating a character animation (using Mixamo) im trying to render this so i can use within Davinci resolve, however im seeing these lines in the final render, any idea why im seeing these, and what things i can look at to resolve

Hello and welcome. No I have no idea. Not enough details.

Please give us some idea of your rendering set-up.. are you shooting on transparent film? Are there any scene-elements that might be responsible for shadows? Can you show us the scene in its simple, non-rendered state?

Hi sure yes,its really simple (and ive only been using Blender for a few days) wasnt aware i could create a transparent background) so i mate a mesh with green material for green screening it out in edit, however its literally the camera, a point light the character and the green screen

I think it maybe be motion blur causing this, ive disabled and its fine on a frame render, will try re render the animation and see

(out of subject, but if you use a green barckground to then key it out, you most likely don't need that, just render on transparent background instead)

Thanks for that L0Lock, i did try this with PNG initially but stupidly i had selected RGB, may help if i chose RGBA to include the Alpha channel .. durr - cheers


text:
How do I get rid of noise using temporal denoising?
I have to render an animation in Blender, but when I rendered out the animation its all noisy and jittery.
I played around with both the samples and and noise threshold but still gets noise in my animation. I found something call temporal denoising on SouthernShotty yt channel, which include exporting in Openexr multilayer file format.Here's the tutorial I followed if your'er interested:
https://www.youtube.com/watch?v=NsR0UybO-PY&list=WL&index=3&t=240s
I tried it out but still get noise in my render and the footage is overexposed. I don't know what to do can someone help me out.
The first gif is my render without temporal denoising and the second is using temporal denoising.

Here's the animations test and the blender files.
https://drive.google.com/drive/folders/174pr0sP0kc93EZTKtJvFEfdHuok7dmgS?usp=sharing

To be honest, I don't think anyone here is going to download a blend file which is around 850Meg in size! I can't really see any obvious problem with your test videos.

I know its a big file. If you notice on the wall with the plant the shadows keeps moving around.

How about adding a screenshot first?

Where do you mean?

In your question, you can add images or gifs. Edit: ah sry, i see you have uploaded a video.

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

Please use a title that matches the content of the question. It should be descriptive but succinct, unique and identifying, summarizing the issue in such way that anyone searching for a similar problem may easily find it. Use the [edit] link above, remove anything superfluous, avoid words like "this","issue with" or "question about". Remember, your title is the first thing potential visitors will see, answers you get depend heavily on how inviting it is. See "What is the problem of asking “How do I do this?""

Sorry for not being clear before, it's my first time posting online looking for help. I've added some gifs for you to get a better understanding.

the problem with GIFs is that they are noisy due to a size limit of color palette (max 256 colors). One trick to get around that is to convert your animation to grayscale before converting it to a GIF. Also disable transparency of the GIF.


text:
mix shader fac is adding buff to white color on object
I created single material to control all object colors based on random. If you can see the product name thy lathe shampoo in black and in white is of different thickness. if someone can help with fixing/making that even in blender. any help would be appreciated.
The render:

The material:

Blender cycles 3.6

The rendered color is the light-response of the surface with that color, (including the bounce from the other packages) not the color of the 'ink'. Are you sure you want to break the physics to achieve pure whites and blacks? One option could be to pull tricks as in a real-life packshot, and put concealed white cards, or equivalent, on the backs of the packs.

is there a better way to do it? can you please point out where I broke physics?

I mean, if you want the logos to be pure white, that would break physics. At the moment, the approximation is fairly accurate. (e.g. the logo on the red package is slightly yellow, lit partly by the bounce from the yellow package). EEVEE would be less accurate, in these respects, and may be better for you.


text:
RuntimeError: Error: Compiled without sound support
Finally figured out the fcurve/baking sound thing, for the most part. Now, I'm getting the error in the title. Full traceback is below. I'm running a fresh install of bpy through pip install, I'm running the most recent download from blender.org, and I'm on Windows 10 if that makes a difference.
Error: Compiled without sound support
Traceback (most recent call last):
  File "E:\Git\music\blender.py", line 391, in <module>
    main(music_file)
  File "E:\Git\music\blender.py", line 379, in main
   create_centerpiece(file, 16)
  File "E:\Git\music\blender.py", line 352, in create_centerpiece
    bpy.ops.graph.sound_bake(filepath=file)
  File "C:\Users\devin gardner\AppData\Local\Programs\Python\Python310\lib\site-packages\bpy\3.6\scripts\modules\bpy\ops.py", line 113, in __call__
    ret = _op_call(self.idname_py(), None, kw)
RuntimeError: Error: Compiled without sound support

Out of curiosity, I moved everything over to my MacBook and it didn't work there either.
Here is my full minimum reproducer code:
"""Generate an audio visualization when passed a .flac file"""
import random
import os
import time
import datetime
import bpy
import bmesh
import soundfile as sf

################################################################
# helper functions BEGIN
################################################################

def set_scene_props(fps, frame_count):
    """
    Set scene properties
    """
    scene = bpy.context.scene
    scene.name = 'scene1'
    scene.frame_end = frame_count

    # set the background to black
    world = bpy.data.worlds["World"]
    if "Background" in world.node_tree.nodes:
        world.node_tree.nodes["Background"].inputs[0].default_value = (0, 0, 0, 1)

    scene.render.fps = fps

    scene.frame_current = 1
    scene.frame_start = 1

def scene_setup(file):
    """
    Function to set up scene
    """
    print('Setting up scene')

    fps = 60
    print(f'FPS is {fps}')

    sound_file = sf.SoundFile(file)
    print(f'Loaded sound_file {file}')

    loop_seconds = sound_file.frames / sound_file.samplerate
    print(f'loop_seconds set to {loop_seconds}')

    frame_count = int(fps * loop_seconds)
    print(f'frame_count set to {frame_count}')

    seed = 0
    if seed:
        random.seed(seed)

    print('setting scene properties')
    set_scene_props(fps, frame_count)

################################################################
# helper functions END
################################################################

def create_centerpiece(file):
    """
    Function to generate centerpiece
    """
    print('creating centerpiece')

    # getting context? and object data?
    context = bpy.context
    obj = context.object
    mesh = obj.data
    # New bmesh
    b_m = bmesh.new()
    # load the mesh
    b_m.from_mesh(mesh)
    cube = bpy.data.objects['Cube']

    # setting keyframes
    print('setting keyframes')
    start_frame = bpy.data.scenes['scene1'].frame_start
    end_frame = bpy.data.scenes['scene1'].frame_end

    # creating speaker
    bpy.ops.object.speaker_add()
    speaker = bpy.data.speakers['Speaker']
    sound = bpy.data.sounds.load(file)
    speaker.sound = sound

    cube.keyframe_insert(data_path='scale', frame=1)
    cube.keyframe_insert(data_path='scale', frame=end_frame)

    action = cube.animation_data.action
    fcurves = [fc for fc in action.fcurves if fc.data_path == 'scale']

    for fc in action.fcurves:
        if fc.data_path == 'scale':
            fc.select = True
            for window in bpy.context.window_manager.windows:
                screen = window.screen
                for area in screen.areas:
                    if area.type == 'VIEW_3D':
                        bpy.data.objects['Cube'].select_set(True)
                        current_state = bpy.data.objects['Cube'].select_get()
                        print(current_state)
                        bpy.context.view_layer.objects.active = bpy.data.objects['Cube']
                        fcurve = action.fcurves.find(data_path='scale', index=1)
                        fcurve.select = True
                        area_type = area.type
                        area_ui_type = area.ui_type
                        area.type = 'GRAPH_EDITOR'
                        area.ui_type = 'FCURVES'
                        with bpy.context.temp_override(window=window, area=area):
                            bpy.ops.graph.sound_bake(filepath=file)
                        area.type = area_type
                        area.ui_type = area_ui_type
                        break

def main(file):
    """
    Python code to generate an animated plane
    """
    print('RUNNING scene_setup(file)')
    scene_setup(file)
    print('RUNNING create_centerpiece(file)')
    create_centerpiece(file)

if __name__ == "__main__":
    start_time = time.time()
    music_file = input('Enter music file path\n> ')

    file_path = 'blender.blend'

    main(music_file)

    print('SAVING FILE')
    bpy.ops.wm.save_as_mainfile(filepath=file_path)
    print('FILE SAVED')
    end_time = time.time()
    print(f'total human time elapsed is {datetime.timedelta(seconds=end_time-start_time)}')
```

What exact command did you run? It's not clear to me what exactly you did to get this error. For python module installations please refer to this answer

This is with running bpy.ops.graph.sound_bake(filepath=file) with correct context.

I've already pip installed soundfile module and i'm loading a sample flac file music_file="C:\\Users\\harry\\Downloads\\sample.flac", it takes quite some time but it finished successfully and i have a cube that is bouncing to the beat of the music. The error you have just means that the particular version of Blender you are using was compiled without the capability to handle sound-related operations, such as the sound baking operation you're trying to perform in your script. What version are you using? I'm using 3.6.

I'm using the most recent downloadable version from blender.org: 3.6.2. I have no idea how yours is working and mine isn't working on 3 separate machines on 3 separate OSes.

@HarryMcKenzie I'm also using the direct pip install bpy package, which per some contributors on the GitHub issue I created doesn't come with audio support. I'm interested, what version of bpy do you have?

when I run >>> print(bpy.app.version_string), I get Blender bpy version: 3.6.0. Why do you manually install bpy? it's already part of the official Blender 3.6.2 LTS download that I have verified has sound support, just stick with that. Probably that is why the environment got messed up.

I'll have to give that a try. For some reason, when I installed the official 3.6.2, it didn't install bpy.

I was able to resolve this. I ended up having to install the necessary tools to build the bpy module myself, as some contributors on the GitHub issue I posted about this pointed out that bpy by default is built with no sound support through pip. I was, however, able to modify the cmake config at build_files/cmake/config/bpy_module.cmake and enable sound support before running make bpy.

but that doesnt make sense because the bpy i have by default from the official blender release 3.6.2 does have sound support. really weird issue.


text:
How to reduce the file size after executing a cloth simulation?
I have a cloth simulation and animated/baked it. My file size is now 65 MB. I understand that.
Now i want to delete my bake and cache so i tried to tap on "delete all bakes" and i hoped, if i save my file now, it would become smaller. But it won't became smaller.
My research to this was unsuccessful.
What did i make wrong? How do i really delete my bake and cache?
** UPDATE **
Ok, i have several objects with cloth modifier.
If i do this for EACH object:

press delete all bake
change 1 single property of cloth

...do this for my 12 objects
save...it reduces my file size.
If anyone has a quicker solution, please write an answer.

Some Blender users reported that in order to free the cache, they needed to "Delete all bakes" save the file, close it, open it again, save again, close again and after this second close, the file shrank back to normal

@Emir: Thanks for the proposal - unfortunately this does not work in my case.

Ok, i now build a python solution. But i will gratefully delete this answer, if someone has an easier solution.
So if you have multiple cloth objects, this python script can help:
import bpy

bpy.ops.ptcache.free_bake_all()

for eachObject in bpy.context.scene.objects:
    for eachModifier in eachObject.modifiers:
        if eachModifier.type == "CLOTH":
            oldDamping = eachModifier.settings.bending_damping
            if eachModifier.settings.bending_damping != 0.123456:
                eachModifier.settings.bending_damping = 0.123456
            else:
                eachModifier.settings.bending_damping = 0.234
            eachModifier.settings.bending_damping = oldDamping

It looks like the cache is only deleted if you change one setting of your cloth modifier. So this is what this script does. I tried this out and it worked for me.

as long as you've already accessed the old damping, you can guarantee that the new value is different by using eachModifier.settings.bending_damping = oldDamping + .001 or some such similar equation.  That will only fail if damping is clamped and the old value is closer than .001 to the max.  You could test for this, but that's probably overkill.

Just my opinion, but I think it is already overkill to add 0.01. and I think the probability that someone uses the max value is much higher than using my specific value. But you can downvote my answer because of that - I don’t care.

So subtract instead.  I'm not going to downvote your answer, but if I did it would be because it's a hack that doesn't solve your problem, not because of what kind of hack it is.  Have a nice day.

subtract isn't better...it's the same problem as add.

Then pick a property that doesn't have a Blender max/min.  Now the probably of collision with the original value is 0.  By the way, I should have checked earlier.  damping doesn't have a max, so there's no problem adding to it.

every value in the computer world has a max/min....

well, it's a hack either way.  All you have to do to break it is install a version of Blender that doesn't have the setting you picked.

yeah...and you write always solutions for every blender version!? LOL sorry, but this discussion is already ridiculous....i won't answer to you anymore....my time is to precious for that

Let us continue this discussion in chat.


text:
graph editor -> how to "jump" to the row of my selected keyframes?
So i selected some keyframes of my mixamo animation in graph editor.

Now i want that the left panel jumps to the selected channels as the outliner does if you press dot. (opens hierarchy and selects the object)
How can i do that? is there a shortcut?

closest I know is 'numpad .' for  "frame selected" is supposed to do that.  Not working? (does have to be the numpad)

it works in the graph editor itself, but i meant the left column with the channels...i hoped it would "jump" to the selected ones

I thought that's what you meant and I thought it would do the jump.  as far as I know there's no other way.  There should be though.

i added a gif, hopefully it makes it more clear.

I think what you really want is to automatically synchronize the side bar with the graph, and according to devtalk that's broken.

that's really sad :(


text:
Why don't the clothes follow the body movement properly when I change the character's pose?

If I try to lower the arm even more it totally disrupts, do I make some mistakes in moving the parts around or is the problem somewhere else?
It gets even worse when I change the pose more

Probably the weights are wrong. The arm bone not affects the cloth as strong as the bone. You can correct it in Weight Paint mode or use weight transfer, or separate the covered body parts and hide them when there is a cloth on your character.

@FFeller sorry for the late reply but I discovered weight painting and it took me a while to understand what it was about. The problem is definitely there, thanks for the suggestion

I suggest adding a mask for the clothes. If you do not want to do this you could smooth the weights by going into weight painting mode > Weights > Smooth and expand the weights slightly.

hi Sven it's definitely about the weights, I tried what you said, but it did not make a big change, I will try to add a mask to the clothes but it's taking me a while to get a hang of how weights work. Thanks for the suggestion!


text:
How to catch shadows which appear due to plane deformation, but make the plane transparent?
I'm making a "crater" (by deforming a plane), and I do not want the grey color of the plane to be present in the final render, i.e. I would like only deformation-caused shadows to be left, but make the plane transparent. I was expecting "shadow catcher" function to help, but it hides entire plane with all the casted shadows.

Essentially I'm trying to get rid of the plane color (to replace it with transparent) and keep shadows in the render. So far I have found no compositing or shader features to help me with that.

In Eevee you can turn the shading into a mask with the Shader to RGB node:

This allows for multiple ligth shading.
Remember to set Blending to Alpha Blend to see transparency in Material Settings.
Also set Show Backface to Off in Material Settings to skip see-through back faces.
In Cycles there is no Shader to RGB node, you can try to do your own simple shader to be used as mask.
Use an Empty as light for this "fake shader" and try this node setup:

The last Mix stage has the same purpose as the Show Backface Off setting in Eevee.


text:
bones animation
I'm trying to move eyebrow's, nose or mouth but i can't move them. I've animated that parts but now they don´t follow anything. Can you help me, please?
Here is the file

And the inicial file

I'm using L eyebrow as example: the bone which (I think) should move the eyebrow is named "Eyebrow.L":

While the vertex groups to which the eyebrow vertices are weighted have different names:

So you can either:
1 - create a vertex group named "Eyebrow.L", select all vertices of the eyebrow and assign a weight of 1.0 to it.
or
2 - create four bones named with the four vertex groups names, for finer control.
Every deforming bone acts to a vertex group which has exactly the same name.
P.S. I noticed that in an hidden layer there is another armature named "brow rig" which contains the eyebrow deforming bones. It seems disconnected from the main rig. You can parent it to the eyebrow bone and use it for deforming.

I can't solve this...i've uploaded the inicial file of the eleven ri. i didn't modify any value or vertex group...Can you please take it a look?

The inicial file is OK, you can append in it your nice animations, just remember to set both arms to IK in the "N" properties panel.


text:
hair isn't showing up in render
I was trying to make a carpet but hair isn't showing up in in renders...why?

See this post: https://blender.stackexchange.com/questions/78060/why-hair-particles-not-showing-the-result

Thank you but in my case I don't see the hair in the render...I've apploaded a photo of the render

You can send the file using this link: https://blend-exchange.giantcowfilms.com/

Did you try checking either strand render or adaptive render?  That could be it.  It could also be that you don't actually have any geometry to the hair, just lines, and that you need to add a: curve - circle into the mesh, then use that as the object for the hair.

Trying to solve your problem.
You have to play with Cycles Hair Settings > Thickness.
Experiment to copy my values showed in the image below.


text:
Fluid simulation only shows the domain
I was making a fluid simulation, but when I try to bake it, it only bakes the domain. The fluid doesn't appear from the inflow. Do you know why? Thanks.
This is what appears when i render

I'm not sure what do you mean by "only bakes the domain", but try to change Start and End values to something in seconds, not frames

The fluid domain object is turned into the fluid mesh when it is baked, any inflows/outflows will add/remove volume from fluid the fluid domain object

I add a photo of what appears when rendered

This is definitely because of the time settings. Setting it to a frame value will make it think that the simulation happens 179 seconds after the start of the animation. What's this? Like frame 600? Change it to a small value that compensates with your animation time (in seconds), and your problem should be solved. You may even want to check the animation timeline 179 seconds later, and you will probably see your fluid.


text:
Real world texturing or mapping size/scale
Real world texturing or mapping size/scale in Blender v3.x without physically modelling the objects for architectural rendering?
For example, brick, timber board, roof tile, flooring etc.
If I wanted to create a real world brick wall 2m x 2m x 105mm deep based on a brick dimension of 215 x 105 x 65 and mortar joint of 10mm.
Using the Brick Texture node, how would you adjust this node to match this real world wall (2mx2m) size or match other various wall sizes?
So the brick count would be accurate enough to simply adjust the Mapping or Brick Texture scale. Or would I need to know how many actual bricks a 2m x 2m wall would need to be able to visually scale it within the Brick node?
I feel once you have the Mortar Size, brick width and brick height set and correct Blender units (m or mm) setup the brick nodes Scale would then scale accordingly. At the moment I'm just guessing the nodes scale number based on it being about 27 brick high and 8/9 bricks long.

The same with texture maps of an existing brick wall. For example using Brick 5 from sharetextures.com applied to the same 2m x 2m. When the texture is first applied to the default cube the scale is visually wrong.

Would I need to measure the brick of the texture in Gimp (not sure how you would achieve this) to make sure it was accurate or is it related to the overall height x width of the actual texture?
If I manually adjust the Mapping node scale it will look right.

I've tried watching Bartek Skorupa demonstration of Manipulate texture coordinates like a boss but I don't understand it enough to put it into practice.
I've also seen the Magic UV world scale video and I'm not sure what is happening. My assumption is the size of an object is being measured and then copied to another object.
So with regards to both techniques how can I be more accurate in relation to a real world size/scale architectural renderings or am I just overcomplicating this. Thanks.

Please don’t add GIFs to questions for emotional reasons. It just clutters it up.

Hi :). Your UV map needs a specific texel density, so the real-world dimensions match.

https://blender.stackexchange.com/questions/56610/how-to-tile-textures-in-cycles

@JachymMichal, texel density! After a bit of searching and using TexTools texel density features, it makes more sense. The example I used with 2k texture on the default cube was set to 512 and not 2048. Thanks for the tip!!

@DuarteFarrajotaRamos, thanks.


text:
What is the proper context for working with material nodes?
Trying to work with nodes in a ShaderNodeTree on a material I've just created, and I'm getting the dreaded "context is incorrect" error.
Here's some code I successfully ran in the Blender UI:
def test():
    C.window.workspace = D.workspaces['Shading']
    new_material = D.materials.new('color_ramp')
    new_material.use_nodes = True
    C.active_object.data.materials.append(new_material)
    C.window.screen.areas[3].type = 'NODE_EDITOR'
    C.window.screen.areas[3].ui_type = 'ShaderNodeTree'
    spaces = C.window.screen.areas[3].spaces
    return spaces[0]

With an object selected, this correctly switches the window, creates a new material, assigns it to the object, switches the area to the Node Editor, and even has the main node selected in the Node Editor area. Calling data = test() and then calling data returns:
bpy.data.screens['Scripting']...SpaceNodeEditor
and does not allow me to deselect the main node, nor does it allow me to add new nodes. From the code of the poll() function for nodes/node trees, I was able to see the context needs to be in the Node Editor and have a node tree selected. Calling data.node_tree in the UI correctly prints the node_tree, but interestingly enough my program I'm building does not.
Does anyone know the correct context for working with nodes/node trees?
EDIT: I added some print statements to the function to see if I could see what was going wrong with the context. Looks like it isn't changing the Workspace properly, which could I suppose be part of the issue? Even though it's in the Node Editor area...I'm not quite sure.

I recently posted regarding context.temp_override here but you will need to adjust for the shading area

you can read more about context override in https://blender.stackexchange.com/questions/6101/poll-failed-context-incorrect-example-bpy-ops-view3d-background-image-add and use NODE_EDITOR as the area type when overriding. for example you can easily deselect the nodes using this code

@HarryMcKenzie I'm getting a StopIteration error when I run that code, unfortunately. I know I need to do a temp_override, I just can't get the context correct. It seems to be ignoring me trying to set the proper context.

https://imgur.com/a/X4l3UA9

@DevinGardner because one of the areas need to be the shader node open.

Calling bpy.context.window.screen.areas[3].type = 'NODE_EDITOR' and changing one of the areas to the Node Editor still does not allow it to run properly.

This first test: https://pastebin.com/ktCmPd4g is what I'm running. This is the output: https://pastebin.com/4JrCvG9d

@DevinGardner your code works fine on Blender 3.6 as long as one area is open with shader editor :)

Let us continue this discussion in chat.

Similar issue with this thread that has the same unintuitive solution:
area.spaces.active.node_tree = nodes #add this line before the ops statement
bpy.ops.node.select(deselect_all=True)


text:
Trying to bake sound with a context override through Python
I'm working on an audio visualizer mostly from scratch. I'm trying to override the context so I can run bpy.ops.graph.sound_bake() but for some reason I can't get the context right. The code is below, as well as the stack trace. What am I doing wrong?
Code:
for window in bpy.context.window_manager.windows:
    screen = window.screen
    for area in screen.areas:
        if area.type == 'VIEW_3D':
            area_type = area.type
            area_ui_type = area.ui_type
            area.type = 'GRAPH_EDITOR'
            area.ui_type = 'FCURVES'
            with bpy.context.temp_override(window=window, area=area):
                bpy.ops.graph.sound_bake(filepath=file)
            area.type = area_type
            area.ui_type = area_ui_type

Stack trace:
Traceback (most recent call last):                                                                                File "E:\Git\music\blender.py", line 348, in <module>
main(music_file)
File "E:\Git\music\blender.py", line 336, in main
create_centerpiece(file, 16)
File "E:\Git\music\blender.py", line 319, in create_centerpiece
bpy.ops.graph.sound_bake(filepath=file)
File "C:\Users\devin gardner\AppData\Local\Programs\Python\Python310\lib\site-packages\bpy\3.6\scripts\modules\bpy\ops.py", line 113, in __call__
ret = _op_call(self.idname_py(), None, kw)
RuntimeError: Operator bpy.ops.graph.sound_bake.poll() failed, context is incorrect

Added sample .blend file:

https://blender.stackexchange.com/questions/6101/poll-failed-context-incorrect-example-bpy-ops-view3d-background-image-add

I appreciate the attempt, but this link hasn't helped me so far. It's one of the few I keep revisiting and I've correctly change the area's type and ui_type to no avail.

can you share your blend file? or a simple setup that reproduces the problem https://blend-exchange.com

Added it in an edit. This is what I'm able to generate in Python so far.

what is the file in bpy.ops.graph.sound_bake(filepath=file) it's not defined in your code.

the file variable just points to a local mp3 file. it's a full filepath

Since I could not find any animations or fcurves in your blend file, I added a random animation for 1 object so I could generate an fcurve just for demonstration purposes. Then you have to select an fcurve in the Graph Editor before you execute the script.

So basically you were not in the right context because nothing was selected. That is evident in that you can see that the command for bpy.ops.graph.sound_bake is grayed out in the menu until you select an fcurve.

I see. In that case, I'll need to figure out how to programmatically generate an fcurve and then select it before I try to bake the sound. I'm doing all of this from a Python script, instead of inside Blender.

@DevinGardner Yes it's easy to select an fcurve via python. Like for example (assuming the 'Plane' object had animation data), you can use bpy.data.objects['Plane'].animation_data.action.fcurves[0].select = True. Put that line before you execute the script then it will also work. So no need to manually select an fcurve. You just have to make sure you select the right fcurve.


text:
Help trimming extruded faces at intersection going through seperate object

I'm new to blender. I'm having a problem removing a couple parts of a MakeHuman model. I am trying to remove the mouth cavity and eye sockets. Then I want to close up the holes. I'm starting with the mouth. I went into the head and deleted the mouth cavity leaving a little part to trim off.
I'm not even sure if Blender is able to do what I want. I then created a cylinder and placed it just on the inside of the mouth. I tried a boolean mod but it didn't work.
I want to cut off the part inside the cylinder. Then trim the edges of the cylinder to the mouth opening to "cap" off the mouth. Not necessarily in that order. Please forgive me if my terminology isn't correct.
The image is from the inside of the head. I hope I explained it clearly enough. I also removed the top face of the cylinder for clarity.
The purpose of this is to be able to 3D print these figures in resin for scale rc models.

Welcome. Please use a title that matches the content of the question. It should be descriptive but succinct, unique and identifying, summarizing the issue in such way that anyone searching for a similar problem may easily find it. Use the [edit] link above, remove anything superfluous, avoid words like "this","issue with" or "question about". Remember, your title is the first thing potential visitors will see, answers you get depend heavily on how inviting it is. See "What is the problem of asking “How do I do this?""

Thank you for the input. I didn't think it was descriptive enough either. But I don't know the technical terms to know what to ask. That is one of the problems with learning something new. I do appreciate the comments. It just further helps the learning process.

Hi! Is there a reason why you want to use a boolean operation? The Makehuman meshes have a clean topology. Just select an edge loop of the lips (Alt+click), delete the loop (key X), hover over the cavity, selected linked vertices (key L), and delete it (X). Then select the edge loop of the hole that you want to fill and grid fill it (Ctrl+F).