text:
Transformation tools gizmos not working
I have a problem with a project im working on; when I try to use any of the transformation gizmos they just dissappear when i click on them and the subtool I have in the selection tool is the one that actually activates. Ill attach a video to make it more clear.
When i start a new project the gizmos work fine. Ill appreciate any help you guys can provide with this matter
Im working in Blender 3.4 for windows
https://i.sstatic.net/Tf8oI.jpg

my first guess was that it had something to do with the local view, but i couldn't reproduce the problem with it.
Still, it would be worth a try:
Why is everything on local view here?
Does something change when you switch to default or global?
My second idea was if it could have something to do with the fact that you pressed numpad + /, which hides all other objects, but even that in combination with local view doesn't have the shown effect on me.
As always:
Without blend file difficult to answer...
Show us the file, then we know more

Hello and welcome. Instead of having users go through links and external sites please use the builtin tools to embed images in your post. See How to upload an image to a post? or GIF

right click vs. left click select issue?


text:
Distorted texture blender
I'm trying to apply a texture in a jacket. The unwrapped model is as you can see in this image. If I then try to make it fit the jacket shape, it is completly distorted as you can see in this image. How can I fix it? Does anyone know a good tutorial for texturing clothes (Not procedural)?
Thank you.

Maybe sahre your file so that we can try a solution? https://blend-exchange.com/

@moonboots you can download it from here: Name: Model.rar

You can use the Follow Active Quads method:
Select the back or the front of your t-shirt, select a face in your UV, square it manually or with the UV Squares addon:

Keep this face selected so that it's the active one, select all and press U > Follow Active Quads:

It works:

I tried this method but it doesn't work. Do you have any tutorial where I can see how to use it correctly?

What do you mean when you say that it doesn't work, do you mean that you don't have the same result or that you don't want this result? There must be some tutorials but I don't know where, but we can speak through discord if you want, join and send me a PM: https://discord.gg/E6wXbR7A5S

It doesn't work for what I want to do. I want to apply this texture but using the "follow active quads" method I get this. The checkered texture you see is only to show how much the texture is distorted.

source: Stack Exchange

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

sort: votes


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Subdivision Surface creating weird things
I have another problem :)
So I'm still making this building, and I'm trying to smooth it with subdivision surface and edge split, but it always creates extra "faces".
I'm using a cylinder for the building and another cylinder to create a hole in the middle.

I have already tried so many things and none work. If i press J in edit mode with vertex select (1), it appears "Report:error invalid selection order".
Please explain like I'm a child because I don't really know much about blender.
I'm trying to make a 3d project of a museum like this:

hello could you please show an image of the shape you are trying to achieve? Boolean is not always the best way to do it, it's a last resort solution

@moonboots https://pt.pinterest.com/pin/677651075215833155/
I'm trying to make a 3d project of a museum like this. I searched for a tutorial (since I'm a zero in blender) and this seems like the "easiest" and best option. If u have another that will, somehow, benefit me, I appreciate.

Have you tried with a circle and some extrusions?

If you look closely, that circular building seems to be composed of a repeating modular structure with similar parts, polar arrayed around a center. It would probably be much easier to make the shape for one of those modules independently, and then duplicate it around a center. Avoid booleans, especially this early in the process, even more so if you plan to use Subdivision Surface. Either way, Subdivision Surface is also something you generally avoid for architecture.

That sounds really difficult, do you know any other app/site to make this?
@moonboots I don't even know what is an extrusion. English is not my first language, I'm sorry, but no, I didn't try it yet.

so maybe follow some tutorials on basic modeling in Blender?

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.

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


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How to make ocean waves move towards a central point (Concentric Waves)
I have a basic island and I want the ocean to move towards the island from all sides, but I want it to look natural. How can I make all the waves blend together around the island, but all going towards the same point?

You didn't provide much information about your setup but this could do it :
Ingredients :

Ocean Modifier
Simple Deform Modifier

In the ocean modifier, add divisions to the repeat X and Y properties. Expand the Waves panel, set the Alignment to 1, and the direction to 90°. Animate the time with keyframes or a driver, eg #frame/10.

Set the Simple deform modifier to Bend along Z axis, by 360°. It's looking like the stuff of nightmares, but we'll get to the cool part just afterwards.

Add your island in the middle :

Result :

Of course, you'll need to tweak the ocean properties to fit your project.
As pointed out in the comments, you can also use a wave modifier on a subdivided plane. The trick is to set the offset to a very high value (at least higher than your total number of frames), and set a negative speed.

Add a Texture for realism.

Result:

Very nice!!!!!!!

It certainly is!!

Hello Gorgious, Wave modifier allows to create waves from center to periphery, do you know if the direction can be inverted?

@moonboots thanks for pointing it out ! I added it to the end of the answer. Trick is to set a very high offset and speed to a negative value

ok thanks! I'm going to test that

the problem is that both the solutions are very repetitive, how could you easily break that? Using a Displacement modifier with a stretched texture works fine, except you can't join first and last array tile correctly


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Blender 2.8 drivers, trigonometric functions not working?
I am trying to make an object rotate based on its position. Basically the Y-angle
gamma = arcsin(var)
where var is the driver variable connected to the x-location of the object.
The only problem is that blender does recognize sin() but neither asin() nor arcsin(). According to the documentation of 2.79, asin() should work.
Is this a missing feature or has it changed in 2.8?
EDIT: If this is missing, would a taylor series of arcsin work? I could imagine that that would significantly decrease performance.

If it's featured in the documentation but not working, either the documentation needs to be updated, or more likely: it's a bug. Either way, I would file a bug report.

Domain Error
My suspicion is rather than asin being unavailable, you are getting a math domain error.
in python console
>> "asin" in bpy.app.driver_namespace
True

>>> bpy.app.version
(2, 80, 74)

Indicating the math.asin(angle) method is known to driver namespace.  Would seriously consider not filing a bug report re it missing
To test have typed #asin(frame) directly into x location of an object (frame , also in driver namespace, is current frame)

and as expected at frame 1, returns $\pi/2$ (or 90 degrees).
Remember the values passed to $\arcsin(x)$ need to be in domain [-1. 1], hence if i change to frame 2
ERROR (bke.fcurve): ../fcurve.c:2084 driver_evaluate_simple_expr: Math Domain Error in Driver: 'asin(frame)'


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Toon Shader not working in Object Mode (Display correctly in Edit Mode tho)
My toon shading does not display in Object Mode and i can't figure out why.
The weird thing is that if i switch to Edit Mode, i can see that my shader is working.

It however display correctly in Edit Mode

Did i missed any checkbox or something?
The node is really simple. On Object Mode, it display only the darker part of the shader.
Any idea why?


text:
Why does my render look different when submitted from command line to a Linux cluster?
If I render this scene using Cycles from my personal computer I get the scene on the left and if I run it from the command line on my university supercomputer, I get the image on the right. Both machines are running Blender 2.82 and are using identical .blend files. I can't think of any reason that would cause them to differ. When I run the job from the command line, I use the command blender -b bust.blend -o bust -E CYCLES -F PNG -f 1, which has always worked for me in the past.
Here is a link to the blender file I am submitting:
https://drive.google.com/open?id=1ClZoyuQJwz9uob0ureN6rrZ6Sel688rC

Are you 100% sure they are the same blend file? I can't duplicate the issue when running the same command line options as you are. How are you sending the blend file over to the cluster?

I just checked again and am sure they are the same .blend file. I add it to the cluster by dragging and dropping with WinSCP. However, you are right. I just tried running it from my personal computer’s command line and it produces what I expected, meaning the command works. Therefore, it has to be something about the cluster. Is it possible that I get the problem because it was created on Windows and the cluster is Linux?

Can you post a factory default, default scene cube render from each. Are they different?

Since you said drag and drop, could it be that there are external files, that are missing when you only drag the blend file?

BatFinger, when I render the normal cube in each they came out identical, which means there must be a specific feature that the Linux cluster handles differently, right? So I kept removing settings and rerendering until it matched my machine’s render. This happened after I removed “volume scatter”! I don’t understand why, but it seems the cluster renders “volume scatter” as if the density was way higher.


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How can I bind viewport display display as wireframe (wire) to a hotkey?
I'm trying to hotkey Blender's function of a mesh object in the viewport to be displayed as a wireframe (the one that can be found in the Object --> Viewport Display tab --> Display as wire). I need it so that I don't have to quit the fullscreen mode while I'm modelling.
Now, I am aware that there are free and paid add-ons available that automatically do that when you use an object for a boolean operation (like Jaynam's Fast carve or Hardops), but I try to keep my workflow add-on free as much as possible, as those add-ons have their own problems and disadvantages (slow updates causing problems with latest builds of 2.8, for example, Jaynam's fast carve creates hidden geometry rubbish in latest versions and etc, and this is why I don't want to rely on those workflows, especially when I can bind everything on hotkeys and do it quite fast straight out of the box and have zero problems migrating to future builds).
I've tried creating a hotkey bind in input preferences on a command Object.display_type, but nothing happens (It's obvious that I'm not using it correctly). I'm not acquainted with Blender python API, neither am I a good python coder. Can someone, pretty please, direct me in the correct destination?

You would have to code it as an add-on. First make an operator than make it into an addon for it to be available every time you start Blender. Something like this:
bl_info = {
    "name": "Toggle Wireframe",
    "author": "Martynas Žiemys",
    "version": (1, 0),
    "blender": (2, 80, 0),
    "location": "View3D - ctrl + alt + shift + z",
    "description": "Toggles display mode of selected objects between Wire and Textured",
    "warning": "",
    "wiki_url": "",
    "category": "View 3D",
}

import bpy

class OBJECT_OT_wire_toggle(bpy.types.Operator):
    """Toggles display mode of selected objects between Wire and Textured"""
    bl_idname = "object.wire_toggle"
    bl_label = "Display as Wire Toggle"

    @classmethod
    def poll(cls, context):
        return context.object is not None

    def execute(self, context):
        if context.object.display_type == 'WIRE':
            display_type = 'TEXTURED'
        else:
            display_type = 'WIRE'
        for obj in context.selected_objects:
            obj.display_type = display_type
        return {'FINISHED'}

addon_keymaps = []
def registerKeymaps():
    wm = bpy.context.window_manager
    if wm.keyconfigs.addon:
        km = wm.keyconfigs.addon.keymaps.new(name='3D View Generic', space_type='VIEW_3D')
        kmi = km.keymap_items.new('object.wire_toggle', 'Z', 'PRESS', shift=True, alt=True,ctrl=True)
        addon_keymaps.append((km, kmi))

def unregisterKeymaps():
    for km, kmi in addon_keymaps:
        km.keymap_items.remove(kmi)
    addon_keymaps.clear()

classes = (
    OBJECT_OT_wire_toggle,
)

def register():
    from bpy.utils import register_class
    for cls in classes:
        register_class(cls)
    registerKeymaps()

def unregister():
    unregisterKeymaps()
    from bpy.utils import unregister_class
    for cls in reversed(classes):
        unregister_class(cls)

if __name__ == "__main__":
    register()

You can change it to your liking, save it as .py and install it as an add-on.
There is no reason to try to keep your workflow 'add-on free'. A big part of using Blender is using its many addons. The software cannot and should not come with all possible functionality - it would be massive and inefficient. Add-ons help you have the functionality you need.

Holy momma! Thank you so much for this, works like a charm! Aye, I totally agree there's no way devs can think about all the possible functionality, and I try to use add-ons where I can, but I try not to depend on them as add-on creators are not always keeping up with updates and I'm just a muggle in terms of coding within Blender framework. I'm used to maya and usually you can just lookup a mel-script command in your script editor history of anything happening in the viewport and bind it to a hotkey, or create a script inside of it and store it in the preferences hotkey panel afterwards.

Thank you so much again! Words can't describe my happiness =))! It helped me so much! I've gotten rid of hotkey part of the script and use it as a startup script and assigned a custom hotkey to script's idname.

Let's just not forget that 2.80 is not released yet, so we cannot really say anything about add-on creators updating their add-ons when talking about 2.80. If you choose to use unfinished software you should be very aware that it is what it is - unfinished softwarem, and not an update that developers should be keeping up with. We will see how it is when it is realeased, but until then generalizing like this is wrong.

Aye, I agree. I'm not criticising addon-creators or trying to drop shade on their work =), I love them all and the work they are doing, and I wish I could make some fast fixes on my own (I'll get there sooner or later), and I'm not advising anyone to follow my workflow. Just trying to stay as safe as possible in my workflow all the time, It's just that I model for 8-10 hours every day and little disruptions in the workflow if they emerge, can be really disruptive. I've started using blender 2.8 for hard surface modelling and some other stuff just recently, but I do use other stuff as well.


text:
Mesh doesn't mirror right
Whenever I try to mirror my model, it overlaps and I can't find out how to fix it. I've tried setting the origin, but that doesn't work.
This is my model:

And when I mirror it, this happens:

When I apply rotation:

Okay, thanks... Could you tell me which transformations do I apply?


text:
Only rotates in Z axis
I'm trying to rotate my object but no matter which ring I click and drag, it only rotates in the Z axis. I've tried uninstalling and reinstalling Blender, and that doesn't work.

It would be helpful to see your blend file.  Can you add it to your question? Grab the URL of the question
Go to https://blend-exchange.giantcowfilms.com/
Select the blend file
Add the url of the question
Grab the url that results
Go back to the question and edit it
Add the new url to the bottom of the post

Okay, did it. Hope it helps.

I re-loaded it on my computer see if it makes a difference

on my computer it works on every axis

try clicking r (with your object selected) and press z,y, or x to rotate on that axis also the question seem a bit hard to understand can you upload a picture or try explaining you problem a bit better, hope you have success.

I am also having this problem. I tried clicking r and it will lock rotation on the x axis. Then clicking r again allows free rotation on x and y axis. Cannot figure out how to get it to rotate only on the y axis though.
Update: Searching elsewhere I discovered others saying it's an issue for computers that do not have dedicated graphics cards. I do believe that may be the issue because I am currently on a work computer, which when queried, does indeed only have integrated graphics.


text:
How to inject fluid into a mould?
This is the mould I made by designing the required component in CATIA, converting it into .stl format and importing it into blender and boolean operations on cuboid.(https://i.sstatic.net/OvBEM.jpg)
I assumed that regular fluid simulation would work in this case and would send fluid into the mould. But here the fluid is not behaving the way it's supposed to. Please help!

I have attached the file. Overwhelmed by such quick response.
Thank you.

please add your .blend file to your question.  Grab the URL of the question
Go to https://blend-exchange.giantcowfilms.com/
Select the blend file
Add the url of the question
Grab the url that results
Go back to the question and edit it
Add the new url to the bottom of the post

Thank you for your immediate response. I have attached the files. I have designed the keychain pattern in catia which i wanted to simulate injection moulding of =.. it would be really helpful if this gets done soon.


text:
Fluid smulation start Time
l want to make a water simulation. The fluid simulation should start after 600 frame but when l setup to simulation it starts immediately at frame one and l want it to start at frame 600. how can l make this. l couldn't find the solution. l'm using blender V2.79

Set your framerate to 30fps, (easier to calculate), and set the fluid domain to start at 20 and to end a certain amount of seconds later. Now there is a trick to this: the numbers here are the duration of the animation divided by the framerate of your animation currently. I.e. 300 frames / 30fps = 10 fluid seconds. If you want to end your fluid simulation at frame 900, then set the fluid domain to end at 30 seconds. Here is where you control these settings:

Thank you so much it is worked :)


text:
is there anyway to automatically create a mesh for an armature
i have some animation files that needs to be modified, when i import them in blender, the animation file doesn't have a mesh attached to it and that makes modifying super hard.
is there anyway to automatically add a default mesh or something to these armatures ?if not,
then what is best way to modify an animated armature without a mesh

thank you

There is an add-on, called Skinify.

rotation of my bones are not how they should be, as you can see in the picture i attached to my questions some one bones are horizontal while they should be vertical and vice versa so that doesn't let the addon work how it supposed to work. but anyway your answer was great, thank you very much.


text:
Error when trying to mirror vertex group, to get symmetrical weight paint
This is my first character model. My mesh has had its limbs and centers weight painted (one leg, one arm, its head, its body) The mesh is symmetrical on the x axis, and im trying to mirror the weight paint from one arm to the other based on this tutorial: https://youtu.be/m3izfPRnS7Q
It says to clone one of your vertex groups and then use the little arrow next to the list of vertex groups and with the clone selected, press mirror vertex group. When i do this i get an error saying "0 Vertices mirrored,  4180 failed". 4180 is the number of verts in the entire model. I have looked at similar questions to this and tried their answers with no luck. I'm completely out of ideas.
Edit:

Okay, there are 3 things you'll have to change for this to work.
First, make sure your armature and model have their rotation, location and scale cleared. press Alt+G, Alt+S, and Alt+R, then position them so they are aligned again.
Second, make sure your naming conventions in the skeleton are consistent. The bones on the left should have the naming convention with a ".L" suffix, like for example "forearm.L". On the right side, bones must have the EXACT SAME name except with the ".R" suffix, otherwise mirroring weights will not work.
The easiest way to accomplish this is to create the left side of the armature only, name all the bones, and then mirror the left hand bones to the right side by centering the 3D cursor (Shift+C), scaling with the 3D cursor as the pivot point (.), then duplicating the left hand bones, right clicking so as not to translate them, then scaling them by a factor of -1 on the x-axis (S, X, -1, Enter). Then using Space Bar, search for the "flip names" command to change these bones from the .L suffix to the .R suffix.
Third, the mirror modifier will do all your weight-mirroring work for you since your mesh is already perfectly symmetrical. just delete all the vertices left of the origin. The mesh will even be poseable without applying the mirror modifier, and when the mirror modifier is applied, the weights will be mirrored.
Just remember to place the mirror modifier above the armature modifier.
I hope this is helpful!

for me it's not working at all, no errors, just nor .R v groups created even if I apply the modifier. My skeleton has been symmetrized too

Im just pasting what I wrote in reddit:
I see, the problem has to do with your transforms, I did some reshuffling, your scale rotation and positions are all out of whack, unparent your mesh with ALP+P, I'd advise rotating your mesh and armature so that they face along the Y axis, then use CTRL+A to apply rotation location and scale to both mesh and armature, then reparent your mesh to your armature, you should be able to mirror weights. (I was able to)
I'd advise to delete the left part of your model and re mirror the right side, because it seems to have some minor differences.
It seems mirroring works best when used along the X axis, not too sure which of all the transform stuff is completely breaking the mirror, but maintaining clean transforms and hierarchy is something you'll thank yourself for anyways.

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


text:
Everything is just Orange. Shockwave missing beats
Can someone help me. I'm new to this and have made it far in 2 weeks, but being I am not an expert I've finally hit a dead end. If someone could help me, or flat out correct the 2 problems I'm having and tell me how you did it so I'll know next time, that would be great.
1.) Everything in my project is Orange and I only want my Shockwave, Wings, and Glowing Outline of my letters Orange like in my screenshot below (everything else comes out orange except my A). My big A is rendering all black and wont take on a color at all.
2.) My created Shockwave hits on beat in the Animation and Vid tabs, but when I render it and open the file for playback its hitting late and then starts playing choppy (out of sync altogether).
I have screen shots of the COMP. view, but as far as my Shockwave the screenshots wont tell you much you'll have to play it yourself. I really would love to finish my intro like this weekend coming up as I want to post a video on the 4th. If you think you can assist me let me know. I can send the rest of the screenshots. The actual project file is available below.

Since there is a lot going on I'm going to break it down into bullets.

The black A: Lights don't go across layers. Layer one with the A has no lights causing the A to be black.

Everything is orange because you only have one render layer and do the compositing to the whole scene. You need to make a non orange render layer and have it alpha over in the compositor. See the below images:

Settings for orange layer. Notice how only the second layer is selected.

Settings for non orange layer. Notice how only the first layer is selected. Also turn OFF sky.

I'm not sure why you have additional compositing to the viewer I ignored that. Coming out of your current final node use an alpha over to combine the render layers.

I don't do audio in Blender so I can't help you there.

About to give this a try now.

@AGodOfKings It work for you?

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


text:
HDR Image Rendered circular
I just loaded in a HDR image using the node editor using the Environment Text and it renders well the mountains in the distance look good but then the bottom of the image is twisted in a circular pattern all smeared together. My image is 3000X1970 and I am using the default camera. I am using cycles render. I have looked at every setting I can think of to correct this but nothing.
I did try to find the answers online before I asked here but I guess I am not typing in the right search questions.
Is my image the wrong size? I am not sure what I am doing wrong. Thanks
Blender  2.79
Here is the image that was requested. This in another image I downloaded which is a Panoramic HDR and this was even worse than my first image. Thanks again.

Some spherical images have naturally poorer quality at the poles where they get more warped simply because of limitations on the capturing method. It may be unrelated to Blender settings. Also 3000x1970 for a spherical image is admittedly poor

This image looks nothing like others I have seen even the distant mountains are somewhat distorted. What is the best size HDR for Blender? This one is just not working well. Thanks for your comment.

"What is the best size HDR for Blender?" There is no "best size". Smaller images consume less memory, larger ones have better quality, choose your balance wisely. There are environments maps that go above 16000px wide

Try choosing projection method; open Node editor, switch it to World nodes and in the Image Texture node choose Equirectangular or Mirror Ball projection depending on your image (it's usually written in description for it)

Thanks Mr. Zak already tried these options. The Mirror Ball is even worse.I will try some different HDR images. I am not sure what  i am doing wrong.

The fact that the image is curved in the viewport suggest to me that this is not a properly formed equirectangular image nor a mirror ball.  Try another image from https://cloud.blender.org/p/hdri/

Thanks Mike for the suggestion. I was thinking the same thing last night but could not find the right kind of HDR images. I did check out the link you sent but was not interested in signing up on another site. I did find this site https://hdrihaven.com/hdris/ which has plenty of free HDR images with no sign up. And yes the problem with solved using the correct HDR images. Thanks to everyone for their suggestions.


text:
How to Model Pummel (Sword Handle)?

I'm trying to make this pummel.  I'm not sure where to start.  If you look at the base of the blue circle where the red gem is there's a triangular shape. Ive tried extruding vertically but it isn't squared off enough
I think a lot has to do with the perspective of the picture but its the only one there is
I know the center and side orange gems are pretty sloppy but they're currently just place holders.
It looks like where the purple gems have some what of a square shape so I made a trapezoid type shape, poked the face a grabbed on the -z axis, then used the mirror modifier to make the one to the left and back side as well.

Think in small increments. Start by blocking out something very simple that is somewhat close to the shape you want and then make more incremental small improvements on it.

Please, start by adding a suitable title to your question. Make sure you describe your question or problem well enough so that readers get the gist of what it's about. However, don't put every detail in your title... that's what the question body is for. This will help you to get more attention and probably the answer that you are looking for

Make a simple outline with quads and let subdivision smooth it for you

You can copy the shape with some edges:

Then extrude, use the Proportional Editing to round it:

Pull or extrude what is supposed to be bumps:

Bevel the edges that are supposed to be sharp, etc:


text:
How to use the cloth modifier to make it look like the bottom on a stool seat (Stool Cushion)
How to use the cloth modifier to make the top picture look like the bottom on a stool seat.

Here is a try, it must be possible to get closer to what you show (especially the folds all around) with some tweakings:

Create a shape like this, assign the bottom and top central vertices to a group:

Give your object a cloth simulation, under Physical Properties, enable Pressure (here I've tested a value of 6), and enable Custom Volume, under Shape > Pin Group, choose the group you've created, under Field Weights disable Gravity:

Play the simulation, then put a Subdivision Surface modifier above and below the Cloth modifier, give them a level of 2:

It should give something like this, when you're glad, apply all the modifiers:

Give additional sculpt if you want more folds (for example with the Crease brush):


text:
mouth shape is not good
i want my mesh mouth look like this but there is problem in my mesh character mouth you can see it in secound picture

https://drive.google.com/file/d/1SNto8tInCks95Y-760n3UugyOjGWwu2_/view?usp=sharing

You have inverted normals on some of the faces surrounding the mouth. To see this, enable the 'Face Orientation' overlay as shown below.

Go into Edit mode hit A
to select All then ⇧ Shift N to recalculate the normals. The result is shown below. (You'll probably need to move the topology of the lips round a bit to improve the result.)


text:
How to make hair particles point upward?
I want to make hair particles point in an upward direction only, not in the direction according to emitter mesh.

Just wanted to show the final render, environment bit dull though.

It should work the same way in 2.7: You need to enable the Advanced option, then the Rotation option, and choose Orientation Axis > Global Z (or whatever orientation you want, you may need to rotate your particle object in Edit mode to align it with the axis you want):

now i know why your hair is always in good shape!! :D

not so much unfortunately  :/

Just increase number in the children tab…♂

I hope geometry node shampoo will save my hair

Important: increase density in point/hair distribute node ♂


text:
Object that rotates around another but not on itself
Noob question here. When rotating a parent, I'd like to fix the child's orientation in space. I put a video on youtube linked below where the child cube's red face remains facing the parent(what I don't want,) and the second 2.5 seconds shows the red face remaining fixed(what I do want.)
The problem is- I had to rotate the child -360 degrees when I rotated the parent +360 degrees to accomplish this. It seems clunky. Is there a simpler way to accomplish this? I tried rotation lock and didn't have success. Sorry, it's an embarrassingly amateurish question. Any help would be greatly appreciated.
https://www.youtube.com/watch?v=9CH389tW0yU&feature=youtu.be

To prevent link rot, can you screenshot the parts of the video that you feel are illustrative to what you are trying to do?

One solution is to parent object B to object A, give a Limit Rotation constraint to object B, and limit the constraint on the Z axis: Object B will rotate around A but won't rotate on itself.
Another solution, suggested by Frederik Steinmetz, is to not parent B to A, to parent an empty to A, and give B a Copy Location constraint with the empty as Target.

not sure about the downvote, please explain  ;)

I think it's because you suggest to add a constraint to limit something that's been calculated, but you could also use a child of constraint and don't let it get calculated in the first place.

that's been calculated? I still don't understand... plus I'm not sure Child Of constraint would allow you to do it...

Parenting calculates the rotation and then you clamp/undo it. The more "good practice" approach would be to parent an empty to the cube, and then copy the location of your empty. You have more intuitive control over the rotation. But it's not that important and I think the downvote has been removed anyways.

also, you were right about the child of. Should have tested that first.

oh ok, yes your solution is good, it just adds a step though, actually it really depends on his final purpose, maybe propose it. No the downvote hasn't been removed, it's not so important but I was curious to know why  ;)

Yes, yours works, too. Whatever you/he prefers. I was just trying to guess, why you got downvoted. I wouldn't have done that.

Hi. I don't understand the question enough to be able to edit the title to be clearer, but if you do, please edit it. Thanks.

https://blender.stackexchange.com/a/108148/35559

Thank you moonboots and Frederik Steinmetz- those solutions worked perfectly.  It's incredibly helpful and will save me an absolute ton of work :()


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how to combine animations of different objects into 1 animation
I made a 0.50 second animation for firing, but it splits into different animations, and when i want to save it in action editor in dope sheet, i see lots of names.
i think it's because I'm animating different objects all together. how can i combine them all into 1 animation name. so it becomes 1 animation "name" and it moves all the parts i want to move ?
or if it's not possible to combine them, how can i start a new animation, but put all the moving parts into 1 timeline?

it's been three days that I'm using blender, I'm a newbie. I'm just trying to make some objects to use in unity.
Thanks for reading my question

I'm mentioning this as you've only been a Blenderite for 3 days + 4...  Whilst I'm not aware of a "Package" wrap, saving it all as one, you can however isolate the gun's animations in the Dopesheet for keyframe manipulation & editing. Select the part of the gun you want to play around with.  At the bottom of the Dopesheet (to the right in your pic) you'll see a ghost icon. At the immediate left of that is an arrow icon.  Click on that, and only the selected object(s) will show in the Dopesheet and Graph editor.

Further to the above... When you also click on the ghost those selected items, if turned off in the Outliner with the EYE icon, will also appear.  The Action Editor is useful but I've rarely used it so I can't tell you much about that.  You can get into that, again from the bottom of the Dopesheet.  Expand the menu..

Take a look to the right of these comments. There are some good related questions/answers there.


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Final render looks different than preview render
I am working on a tutorial for a snow globe and when I finished and went to render, the outer transparent globe object I made is darker than the preview. I want it to look like it does for the preview version. I'm not sure why it is doing this and any help would be appreciated. Refer to the photos below for what it looks like rendered vs. the preview render. Thank you

Hello! Welcome. Try taking a screen shot of your render settings for the final render. That probably should help us answer it quickly... and your node output and texture output for the glass if the first part doesn't get it answered.

@Monolith Hello, I added both the node output and render settings for the globe.

OK... still trying to figure out why that is the case. I do know your volume scatter is too high. So that should help fix it, but why its different in the preview... are you using compositing nodes for the output?

I turned down my volume scatter and volume absorption and that seems to do the trick. Thank you!

OK I'll set that as an answer...

Yeah, usually that type of darkness is caused by the volume scatter or volume absorption being too dense. As mentioned, I don't know why the view is different from the render, but altering the settings of the volume absorption and scatter will help correct it.

Here are some solutions:
Set your max bounces value higher
Put a light inside the globe
I hope these helped


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Path animation ease (non-linear speed)?
I created a very simple animation. I added a curve, and let the cube follow the path. It works, but the speed is constant. The pink line seem to be the position on the curve. Can I make this line a bezier instead of a straight line?

Here is the Blender file: https://gofile.io/?c=04aPgs

Look in the properties panel of your Graph Editor (displayed with N), it looks like you've automatically generated a Modifier > Generator. You can modify it but you won't be able to add keyframes or manipulate handles. So:

Close it.
Create 2 keyframes at frame 1 and frame n:
On the Timeline, put your cursor at frame 1 and give the Evaluation Time of your curve a value of 0 and insert a keyframe with i.
On the Timeline, put your cursor at frame X (for example 50) and give the Evaluation Time of your curve a value of 100 (for example) and insert a keyframe with i.
Now, in your Graph Editor, you can see the curve and handles that have been created, you can manipulate the handles, change their type with V or create new keyframes with i.

Seems that you have extrapolation in linear mode. Tochange that go to the graph editor, select you animated axis go to Channel > Extrapolation Mode > Constant Extrapolation. Also you animation has to have at least two keyframes.

If that doesn't work please reupload the file because is down.

Extrapolation Mode is disabled. I am sorry about the link. It seems that File.IO deletes the file after one download, and I had downloaded it myself to see if it works. I uploaded the file to another site: https://gofile.io/?c=04aPgs


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Replicate zirconia material in blender-cycles (tooth material)
I"m trying to replicate the material in the shown image. Can anyone help me, please?
It's called zirconia and used in dental crowns.

@Duarte Farrajota Ramos I dont think your link is covering the topic

hamid.h check this  https://blenderartists.org/t/sss-teeth-shader/702170/17

https://blenderartists.org/t/teeth-transparent-material-simulation/702013

many thanks, I checked the link. I don't know what they used for the textures can you give me a hint?

I've given a try with your tooth, basically it's a mix between a Diffuse and a Glossy node, then a bit of Subsurface Scattering to give it a bit of depth and transparency. Add a Noise Texture to give it a bit of bumps, scale it on the Z axis as the strias are rather vertical. You could also try a bit of Transluncency at the end if necessary.

Great result. I'll try that.

Pretty much exactly what I used when I was doing teeth in Max for almost a year for dental animations. I get electric shocks just thinking about it.

ah ah you mean these are bad memories? Because of Max or because of the dental work?


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does anyone knows how to make similar Materials to this? (Blue marble)
i found this Material   online but i can't make similar one can anyone help ?

Hi. What have you got so far and where, specifically, are you getting stuck? Thanks.

Hello, you should make your title a little bit more explicit and tell what kind of object or texture it is

Here. I played around for a while and made this. I'm not sure it's what you're looking for, but it's SOMEWHAT similar. At least you can see how some things are done and maybe play with it to make it more to your liking.
EDIT - here is the full description of the thought process I used to achieve this result. I have also added an updated .blend file which reflects some changes I made .
First off,  to start,  I took the "generated" vector from a texture coordinate, as this is the convention when making procedural textures.
The main idea was that the planet in your image seems to have both surface and atmospheric "ripples". There are also "bright spots" in the atmosphere that have a wispy look that is also somewhat rippled. To get the ripple shape for all of these, I used noise textures.
For the "atmospheric spots" As you can see from the graph,  I took a noise texture and subtracted another noise texture with a slightly larger scale (smaller pattern) to get some more "believable" and "disruptive" distortion. However, the resulting combination was too "noisy", so I added the white values from yet another noise texture, scaled slightly higher again to isolate some "spots".

From here, I turned this "spot" image into to 2 different color graphs - one emission based and the other plain color, which I mainly used to highlight the spots and darken the planet, which results in somewhat of an "atmospheric subsurface), especially when I also combined the emission map with the noise texture I used for the normal (more on this later) to cause certain parts of the emission to shine, and others to be suppressed.

With regards to the normal, I wanted something rippled and distorted to reflect the light at different intensities through the emission. For this I used a noise texture scaled up substantially to make very small ripples, which I then put thorough a bright/contrast node to lessen the difference between light and dark on the map - giving a smoother more subtle appearance to the normal (more appropriate for an atmosphere than for ground). I also used a math node to  subtract some value from the image to make it slightly darker so it would shine a bit when used as a roughness map.

For the "inner" planet, I wanted it to seem mountainous with a rich topography, so I took the values from the normal map noise and used it as a mix factor between light and dark (high and low) areas of the planet. I then combined this with a slightly blued gradient texture to help give that "planetary" spherical look.

I then used a musgrave texture with the detail turned up to get some white values that look like spotty clouds. I then added this to my planetary color (non emission), which darkened the whole thing (to make it stand out as a g"ground" when compared with the emissive atmosphere), but also added those spotty cloud "whites" to the mix.

I then started using my color maps as the values for emission shaders in order to get different levels of "glow" for the different layers.

I also added the light values from a fresnel (combined with emission is great for "atmospheric glow"), which is influenced by the normal 0 this helped preserve the "rippled" atmosphere.

Finally I combined all the maps together, using the fresnel as the factor for the final mix. I then turned on bloom to make it glow, and turned up the bloom intensity so I could get a bigger glow without washing out the colors (as opposed to increasing the emissions strength).
The final result is below:

And here is the .blend file for those interested in playing around with it.
File is here -----

oh thanks man for taking time to make this :)

No problem. It's not perfect - maybe kinda hackish in some areas. I kind of started falling asleep as I was making it and cut some corners just to get it done. I'll give a re-look in the morning and see if I can make it better.

@ChristopherBennett Thanks for taking the time to answer. BSE is more of knowledge database than a library of ready-made downloadable solutions. Answers should thoroughly described the process in the answer body. Could you explaining the used workflow and illustrate the node setup so users don't have to download the file to understand?

I updated my answer to include a full description, along with an improved .blend file.

thanks man again for helping and taking time to help me that is an amazing work :)

I've also given a try (needs to be improved). To sum it up it's like a stack of layers: one with blue spots, one with bright spots, one with glossiness, and finally 2 Layer Weight nodes to add Emission and Transparency on the circumference.

Another solution, this time you have 2 balls, a big glassy one, with Layer Weight and some bright spots, containing a smaller one, with the blue matter. It won't change a lot except if you make the sphere rotating, in that case you'll see depth.

Hey, moonboots, that's really good! I didn't even think to use layer weights - I guess that's the downside of attempting to produce a shader at 5:30 AM. Oh well, now I'm gonna look at your graph and steal your ideas and there's nothing you can do about it, Ha Ha Ha! - JK ;)

thanks, no problem, I'm sure it can be improved  ;)

@ChristopherBennett Upvoting is another way to show appreciation for a good answer.

actually I'm not even sure what kind of object it is, it looks like there are 2 layers, it should be done with 2 balls

@batFINGER - Done! I was too busy thinking of a cheeky compliment, that I forgot at first.

Wow guys thanks for help :) i can't believe that people would help me to that extend thanks again

Hello, I hope you'll understand my node setup, it was too hard to explain in details, if you don't get something don't hesitate to ask, and again I think it's really improvable  ;)


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how to merge this? (First and Last Vertices)
I have just an edge.
I added a screw modifier.
Then a solidify modifier.
then a simple deform modifier.
result:

But i have no idea, how can i merge this? or do i have to do that manually after applying?
Or can i somehow adjust this that it fits?

try the Weld modifier at the end, play with the value, it should merge the vertices

works! thank you!!!

Try the Weld modifier at the end of your modifier stack (or as Robin says, at a more accurate place in your stack), play with the threshold value, it should merge the vertices.

Would recommend Deform before Solidify, so the Weld doesn't have to cover internal faces..

...leaving no defects in normals. (Also, for less experienced users, note the angle of Bend is a soft limit: it can be taken beyond 360 by typing in)


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Why one of my finger bones refuses to follow IK constraint
I recently added a question about how to make my finger bones follow a rotating crank handle.
That was solved.
But of course this was not a full solution as I now have a problem that has no logical explanation.
*** THE QUESTION ***
The four of my fingers are IK constraint to an empty object which is child of a rotating crank handle object.
It works absolutely without a problem, they follow the empty just as I wanted to. I placed the empty where I needed it to be placed and everything is fine.
However the thumb is not following the empty, even though it is IK to the empty the same way all other fingers are. Whenever I move the empty the thumb is also moving, but when I animate the empty, the thumb doesn't move, all other fingers are moving.
I was playing a lot and found out that if I was to unparent the eyes from the armature it fixes the problem somehow ? Makes absolutely no sense, I now need to have my character with no eyes in order to make my thumb follow the empty with IK constraint ? What is going wrong here and how to fully fix this ? Is it because I have too many parented objects or too many IK constraints ? If anyone have some sort of solution to this puzzle let me know. Thanks

File here

hello, maybe share your file (remove the parts that are not useful)?

https://www.filemail.com/d/nvgplpsbthlvhif - Frame 711 is where it starts, I added child of constraint to the eyeballs with 0 influence but it still doesn't work, you need to fully remove the child of constraint in order for the thumb to start following the empty IK constraint. If I was to parent the eyes with ctrl+p same thing happens, I need to unparent before thumb starts moving again.

What a nightmare...

Well that is now creating a whole new world of problems because my weight painting skills r garbage and if I was to automatically paint weight the new bones for some reason the whole mesh is getting completely deformed

What a great way to fix things in Blender... Just redo it !  xD It does fix it for whatever messed up reason, I just need to fix the weight paint and re-animate the bones. Yikes. At least a solution. Thanks !

If I do that it doesn't seem to work.

Do you have any idea why would unparenting the eyes fix the problem ?

I've found a way to make it work: Keep the bone but: Remove the Child Of of Empty1 and parent Empty1 to Empty, it seems to work

voalá ! That's it !! That fixed it for good !!!!! What an obvious solution, right ??? Thanks for helping me out ! I really appreciate it

well I'm unable to tell you why it didn't work with the Child Of (and also it looks like there are other problems as it doesn't work correctly with the previous versions of Blender)  ^^

Lets just hope I won't have any more of these problems as this project is not yet completed and I'm yet to create clothes in MD and simulate them and all that... But phew at least I can now move on... Thanks again !

Maybe it's a bug but I've found a way to make your animation work: Select Empty1 and remove its Child Of constraint, parent Empty1 to Empty.


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Make wave texture only appear at top of mesh? (Grilled Steak)
As seen below, I have a material with a wave texture applied over it. However, I'd like to have the wave texture only appear at the top of the mesh to represent grill marks, like grill marks found at the top of a filet mignon. Is it possible to subtract part of the wave texture so it only appears at the top of the mesh? Thanks!

Hello, do you want the limit to be clear (in that case, Chris' answer si good) or smooth (in that case you need to create a mask between top and side faces, procedurally or with an image)?

@moonboots Hi! I'm looking for a smooth transition please. If you have a link or an answer on how to do the smooth mask method, please feel free to share it. :)

You can create 2 different textures (here the wave texture and the pure brown texture) and mix them with a vertical black and white gradient as mask (use the Texture Coordinate Generated output, plug it into a Converter > Separate XYZ node that you plug into the factor of the Mix Shader):

Very nice!

thanks, the other solutions would have been to use Vertex Paint as mask (but you need a bit of topology) or an Image Texture as mask

Thanks so much, that worked perfectly! Thanks to Chris too for your recommendation. :)

As the normal of your surface approaches alignment with the Z axis, the absolute of its dot-product with (0,0,1) approaches 1, (from 0). So you can map a range of that to 0->1 to create a mask between stripes and  no-stripes:

If you use the Normal, it has a nice side-effect of putting a tiny  bit of char in any nobbles there may be in the sides of your patty..

The Normal output of Texture Coordinate is in Object space, so you can flip your burger OK.

damn Robin, does this have to be!?!?!? NOW i am hungry!!!!

I hope it's vegan

I don't think it will be up to OP's standards... they want Filet Mignon, apparently.. :)

@moonboots It does look disappointingly Vegan.. :( .. It would take a bit of time to tweak little pools of fat, dripping juices, pinkness in the middle...

Awesome solution @RobinBetts! That works great too! Really nice burger, btw. :)

@Chris don't eat vertices!!

Do you think they have too much kcal?


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Invisible Object Show Up In Final Render
I am using Blender 2.79 I have an object that appears in the Cycles render that is not in the original scene. I have closed the file down and reloaded it. I checked everything in the outliner window looking for something. I am sure the object is a straggler as it was something I created before. I checked all the eye icons and they are all turned on. I tried to box select to see if I could snag the hidden item but nothing is selected.
If I use the render in the display viewports mode the invisible object does not show up. It only appears in the main render window. Any help with this would be appreciated. Thanks

Do you have any other of this kind of object in your scene? Is it possible that it is a reflection of another object. A screenshot would be very helpful as well, as I can only guess otherwise.

Is it on a separate layer? Have you checked the object properties/cycles settings/shading options? Include your blender file so one can take a looks...

what this question have to share with the title "import objects change scale"?

Thanks for your comments, The object that shows up in the render is not like anything in the scene and I only have one layer active for this scene.  But that was a great suggestion. I have selected almost ever other object and moved them around to see if the object was attached from  when I Appended objects into the scene but so far no luck. I gave up last night but will move some more objects around latter today. It has to be associated with something. Very strange.

I finally figured this problem out. I keep moving objects around then would render to see if the invisible object would move with it. After about a half hour of moving objects around I found the one object that was attached to the invisible object. It must have come in when I appended an object to the scene.  This invisible object was attached to many objects joined together. Which one is the culprit attached to the invisible one is beyond me.  It would be very time consuming to separate them all so just deleted. This fixed the problem.  But this still does not explain why the object came in invisible when it was appended into the scene.


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How to make image transparency of clouds brighter
I am trying to make a pillar cloud using an image transparency. I have a basic node set up for making the image show with transparent background. But I would like to make the cloud pillar glow. I am not sure how to set up the nodes to make this happen. I am using Blender 2.79

Thanks I edited the post and added a picture.


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Importing external python module into bge
I have done lots of searching around but nothing has really answered this question directly. I want to install the Pillow library to make use of in blender. Pillow Link I want to be able to get it accessible by blender while editing and later when I export to a runtime. Anyone know how to do this

Be aware that this may not work. Pillow is a compiled extension, and Blender uses a nonstandard way of compiling Python. As a result, pre-built binary extensions may not be compatible (or even be available) on all platforms Blender runs on. Also, Blender can load an process images. What do you need Pillow for?

I am working on a game where levels are loaded by reading specific colour values off of a bitmap image. I am able to do this with blenders imageffmpeg function. Now I need pillow to write images so I can make a proper level edior

Use pip to install it! In the blender polder you can navigate to 2.78/bin/python(.exe)
Run that and you have a typical python shell from which you can install pip the usual way (ie getpip.py). Then you can install whatever modules you like.
I have used this method to intall lxml for bge use. And I have used PIL inside blender (installed with a different method though)
When exporting, all python libraries are automatically copied.
But as monster said, first investigate the bge.texture module. You can merge images, set individual pixels etc. The only thing you can't do is resize them (as fas as I know)

Use the image functions in bpy.data.images to load, and bpy.types.Image objects to manipulate & save the images again. There is no need to use Pillow to manipulate images.

I would agree, but I need this to work during an instance in the runtime. At this time only the bge module is available to be used, and importing bpy is an error.

Whatever Python library you have, place it in the Python search path.
Typically the folder where the startup .blend file resides in is in the python search path. Also folders with linked data (e.g. linked groups).


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How do i export a blender animation to a 3d pdf?
Is there any way to export an animation made with blender to a 3d PDF?
I have several objects (up to 30) in my blender file. I set two keyframes (at 0 and 250), so that every object has two positions. The animation moves every object from start to end position. The objects have no textures. First, i only need to export that objects and their animated moving to the 3d PDF. I want to transfer the information of the blender-animation to the 3d PDF! It should not be just a static 3d model.
Thanks! :-)

Please be more specific.

I for one have never use the 3D capabilities of a pdf, so I have no idea what a pdf is expecting in terms of file type.

it seems a specific format (and tools) is needed: https://en.wikipedia.org/wiki/Universal_3D see also https://blender.stackexchange.com/questions/24648/export-3d-model-from-blender-to-u3d-for-use-in-pdf-file


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How to get rid of internal shadows/blackness in glass/transparent/refractive materials?
So I'm trying to make some very refractive glass in Blender Cycles. I've tried using the mix shader with Glass, Trasparency, by a factor of Is Shadow Ray + Is Reflection/Trasparency Ray etc, and I've also messed with every setting in the Light Paths section of the Render Properties.. but nothing will get rid of these black corners (see picture below), even though there is nothing black or unlit in my scene.
In the past I've used Cinema 4D, and I would just turn off every channel in a new material except for Trasparency, and then just mess with the Refraction value, and I would get a very clean, realistic-looking glass material (see picture below). You can still see a few black spots I think, but, it just looks so much more refractive and clean. What I'm wondering, is what Cinema 4D does by default in this scenario, that Blender doesn't, and what settings I need to adjust in Blender to get the same result as Cinema 4D's default Transparency/Refraction settings. Any help would be so much appreciated!! Thank you!! (I've searched through YouTube, and Google Search, and this website a ton looking for every related keyword I could think of, but haven't found the answer to this issue yet :o the closest thing I found was this What's the difference between refraction and glass shader? and at the end of the answer the guy even says he doesn't know what causes the black bits)

can you provide a test file? it looks like either a lightpass issue, but you have cranked those to max or some interior faces/normal issue.

Is there a way to upload the file directly here?

It's like 250mb because I don't know how to turn high poly into a normal map yet, and my dropbox is full :o

there is, https://blend-exchange.giantcowfilms.com/
tough if you could reduce the polycount using the decimate modifier or something I'd appreciate it, my internet is pretty slow :L

https://www.dropbox.com/s/9xe8d2z4tspmtl8/BOOMee.blend?dl=0
I ended up deleting everything from my dropbox, plus the max upload size on stackexchange seems to be 30mb anyways :o

I'm gonna start trying to bring the file size down in case you don't want to download that huge file XD

It's ok no problem, it just might take 10min~

uploading a low poly version now

it's ok I just got it, looking into it now.

here's the low poly anyways, just in case

and thank you so much for taking your time to help me! :o I'm very much a noob haha
Oh, it looks like I changed a few of the colors in the file I sent you, as well :0 but the black bits remain either way

could the problem be that I'm using rendered view and not actually rendering the scene through a camera?? :o

no I just checked that, I think its the glossy rays, try bumping them up to say 32, 64

dude, yes!!!!!!! Thank you Firewill!! You've been amazing! :D

I see you have Transmission bounces set really high, but I think one of the causes might be a lack of Glossy bounces which is actually what handles all the reflections on the Glass shader. Without it, Glass would just refract and be transparent.

GASP you're an angel!!!! I tried increasing the glossy bounces and it immediately fixed it! :D
so, what was happening? the internal faces were bouncing back and forth more times than the glossy bounces could handle?

Ah :o ok! I need to look into how nodes work more.. I know they each handle specific tasks, but I don't know how specialized they are I guess (whether glass is just transparent, or if it includes reflection as well)
Thank you so much for your help bertmoog!! :D

For me increasing the amount of the bounces didn't help so i fixed it by enabling the auto smooth.
Here's how

Select your glass object
On the properties panel in the right hand side, Go to Object Data Properties tab
Click on Normal dropdown.
Enable Auto Smooth

I hope this helps someone.


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How i can bridge edge loops this parts to each other?
How i can bridge edge loops this parts to each other?? help plase

Oh man you really should habe modelled this using an array modifier. I dont think there is a way around scripting for this


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I want to smooth hard edges without effecting other in close proximity
I want to smooth the edges in the red circle but I also want to keep the blue edge rough. I also want to smooth the blue edge along the horizontal line so the sharp cuts between the edges disappear.

Thank you that solved it, and can I somehow mark this question as solved?

Either a mod has to mark it as closed/duplicate, or you can answer you own question with the solution that worked for you

Okay, thank you

Marking the hard edges as Creases solved the problem.


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Tried adding an HDR in blender but seems that something is wrong..need help?

Tried adding an HDR in my recent project but it seems that there is a problem, need help

What is the problem? Can you describe what you expected? Have you tried observing your model in perspektive view (Numpad5)?

The problem is after doing everything correctly, I am not getting the expected result. I have added an HDR image to the world and all the settings are proper (as seen in the snap..) still the rendered view gives such a result. And yes I've tried every orthographic view !

Are your materials reflective enough? Did you try adding an object with chrome surface to see if HDRI is reflecting properly?

@MrBeep My problem just got solved, something was wrong with the extension. Thank you

It seems like you are in Orthographic view. In order to have the HDR appears properly you need to be in Perspective view (Numpad-5) as said above. Maybe if you give more details one could help more. Also, have you tried F12 ? Is it the same result ?

I had some problem with the file extension and now its all resolved.


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Subtle smoke under light ( eevee )

I know how to add volumetrically fog but I have no idea how to do this slow-moving smoke? that barely visible under light.
above image is a sample only.
thank you

I don't know if this is the right way to do it but I'm happy with the result.

Enable volumetric in Eevee.
Add lights.
Create a cube and scale/position it accordingly.
add material nodes to the cube.
Animate the texture using keyframes to move the smoke.

Good answer! You should probably add to the bullet points explicitly: "5. Animate, using keyframes, the number values highlighted in green"


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How do I fill in every single face correctly?
I wound up with this hole that I need to close, but I can't seem to find a good way to do it and fill in every single face. Bridge edge loops only work in one axis, so it's not that great. Is there another tool for this?

Select the 2 opposite edges and press CtrlF > Grid Fill


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How do I fix my upside down video, and make it so it is not compressed and choppy
I am making a small documentary on blender 2.9 (I think) for history class. While doing this I did not encounter any problems until I added a video from my phone to the script.
Now the video is upside down, and it is extremely compressed and choppy. It doesn't even match the audio because it is so compressed, and I don't know how to fix it.

(I blurred my face for privacy reasons)

Your best shot is to reproduce the issue dealing with privacy concerns - a short one minute long video of something moving should be fine. If you get the same problems with that video in Blender, you could share that file and describe how you import it (or also share the .blend file).

Just a tip from my own experience - when I record videos playing guitar, the camera records at 29.97 fps and that is also the speed you can find in the video file properties. When importing the video into Blender it switches to 29.97 fps because that's what the video is set to. But the audio is actually only synchronized when I set the playback speed to 30 fps. Don't know if this is of any use for you.

little tip: you are using Blender 2.92 as you can see in the bottom right corner ;)  [1]: https://i.sstatic.net/VbOMU.png

It’s not “compressed,” that is a storage term. The video is “playing at the wrong speed.” This may have to do with frame rates. The video being upside down has more than one explanation since it was from a phone, but you can thankfully fix that quite easily. Check out the clip settings on the right to transform it and flip it over, or use a transform strip to do it. Note that you may have to flip it sideways as well to avoid mirror image effect. Look at those same settings for adjusting the video frame rate, or if all else fails use a speed adjuster strip.

Since you are using an Apple computer, i assume you are using an iPhone too (since your file extension gives a hint to that). If not, don't waste your time with further reading.
I have the same setup and never got problems with audio/video.
Maybe it would be interesting how you inserted your video from your iPhone to Blender. I usually use Airplay. So in Photos i longpress on the photo -> Share -> Airplay. Then choose your Mac(book). You Mac will "normally" save this in your Downloads folder. This movie you can drag & drop in Blender (you know this, else you wouldn't have a video in Blender).
Audio and Video will work (you can tap space to verify that). But maybe the video is not in the right direction. Fix this easily here:

You can change rotation (in your case 180) and scale as you need.


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How do I fix the size and rotation of my pictures?
I'm trying to make picture frames, but my pictures imports the wrong way. How do I fix this?
I just want to rotate (and rescale the one on the left) the pictures. So I would not like to rotate the frames. The frames are made to fit the pictures.

Is the import method "Import image as planes"?

I improted the pictures as a material.

For semi-automatic framing, this might be of interest, together wit @susu's link from the comments.

Open the UV tab like in the screenshot. Select the UV mesh by pressing A in the left window.
Press R, and after press 9 and 0. It will rotate your UV 90 degrees. And press Enter. Well done. Congratulations.

Thank you so mutch. it worked :)

What do you mean by "Well it done." (incomprehensible)? "Well, it is done."? "Well done."? Or something else?

Select your object, tap on "Object Properties" (the orange rectangle) and then enter 90 in the "Rotation X" field:

Thank you for your awnser. I just want to rotate the picture though, not the frame

i don't know how you got the image to your object, so please provide your blend file, then i can help you instead of guessing what you have done.

I would. I just don´t know how to do that.

open this https://blend-exchange.com/ and follow instructions.

thank you verry much :)


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Horizontally rotate the Viewport in 180 degrees to see the back side?
Is there an easy way to rotate the view horizontally to see the backside, as from the first picture to the second picture?
I was following a phone modelling tutorial, and the guy jumped form the front side of the phone to the back side of the phone, but I couldn't find a way to do that. I have tried clicking combinations of the "X", "Y", "Z" circles on the top-right, but none of them resulted in the backside as the second picture. I can manually rotated the view using the middle mouse drag to end up as the second picture, but the axes are not perfectly aligned with the screen as the first picture, which was achieved by simply clicking the "Z" circle.

When you click on one of the letters X Y Z on the navigation cross it alight the view to be perpendicular to the selected axis and in ortographical, when you click again the same letter should make 180 turn to see exactly that view but from the back of the same axis

@Fowl Clicking the "Z" again rotates but rotates 180 vertically, not horizontally, thus the triangle becomes upside-down.

I think that your whole problem is because you are modeling in different axis than your tutorial guy. Click and click again alway makes it back view same results as the @thibsert wrote.

@Fowl is right. You're modeling in top view. Model in front view and switching front/back works as you want it. I use it myself all the time.

Numpad 7 is the shortcut for top view, Ctrl+Numpad 7 is the shortcut for bottom view.
Same for Numpad 1/Ctrl+Numpad 1 (front/back), Numpad 3/Ctrl+Numpad 3 (right/left)

Pressing Ctrl + Num7 has the same effect as pressing the blue "Z" again; it shows the backside, but it rotates vertically so that the model is upside-down.


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Cloth hanging over a cube but the cloth is floating
The tutorial on YouTube said something like these:

Place a plane on a cube.
Select some faces as a new vertex group.
Add cloth to the plan and select the vertex group as the pin group.
Add collision to the cube.

The guy's screen looks like this,

but mine looks like below. It looks as if the pin group portion is glued on the top of the cube, but wind is blowing from the left so that the rest of the cloth is trying to be blown away. What do I do to make the cloth look like the YouTube guy's cloth?
PS: The project file can be downloaded from this link. The upload service that a person suggested in the comment seemed convenient, but I did not like their term, that I must give them an irreversible permission to use the file. I could want to delete some file for some reason in the future.

Hello :). You can make it easier for others to troubleshoot, if you share your .blend file

Unfortunately Blender's Physics are optimized for mid-scale simulations. Meaning it gets into troubles, when using simulations on a scale < 1m. Roughly.
There is a Thickness outer in the physics tab of your collider, I think that one's default is one of the reasons, but decreasing the value also didn't change much.
If you set your objects to their original scale, the animation works. If 30cm is the exact size you were going for, you'll need to work around that. There are several ways, but too long to explain here.


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How to switch the object's parent from one bone to another? (grab, hold and drop object)
I have a character wearing a mask, so at this point the mask is parented to the face bone. The hand will grab it from the face so essentially the parenting will transfer to the hand bone. How do I do this?

https://blender.stackexchange.com/questions/127496/blender-pickup-up-and-dropping-object-setting-visual-keyframes-just-changes-p  https://blender.stackexchange.com/questions/91094/object-child-of-two-parents  https://blender.stackexchange.com/questions/147240/how-can-i-make-my-animated-robot-pick-up-an-object-a-pole-during-an-animation  https://blender.stackexchange.com/questions/87906/robot-arm-move-a-box   https://blender.stackexchange.com/questions/78307/character-holding-an-object

https://blender.stackexchange.com/questions/24581/changing-childof-constraint-influence-to-0-but-keeping-the-position-it-had-as-a

You can do it with the Child Of constraint. If you don't need to drop the object at the end, here is a quick way to do it:

Give your object 2 Child Of constraints, one with the first bone as Target, the second with the second bone. Don't forget to click on the Set Inverse button so that the object stays at its place. At frame 0 create a keyframe on the second constraint's Influence at 0. Keyframe your bones.

At frame 10, move your second bone (hand) from its current position to its position next to the object, and keyframe it. At frame 9 create a keyframe on the first Influence > 1, and on the second Influence > 0.

At frame 10 create a keyframe on the first Influence > 0, and on the second Influence > 1.

At frame 20 move the bone to its new location.


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How to create this Cosmetic Tube Lid with half round hole
How can i modulate this lid?
Bolean Modifier or better with extruding a Hole in a Cylinder?
Thank you for your good support! :)

In the page linked by Duarte I've added a solution that fits your shape

Wow thank you very very much!


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Animation advice please (sliding pipes with handles)
Hi this is my first post.  I've been learning Blender 2.8 for about a month with the aim of creating some simple, stylized animations for a medical device.
The device (see picture) consists of two nested barrels, one partially inside the other.  Flexible handles connect them and, when pushed together (red arrows) cause the inner barrel to slide out of the outer barrel (blue arrows).  When the handles are released, the barrels resume their initial position.
I've been exploring ways to animate this motion but with no success so far.  I'm not even sure if I should be using IK, or bendy bones or whatever.
Could someone point me in the right direction please?
Many thanks,
Andrew

Shapekeys
Would consider using shapekeys for the handles.   With two shapekeys fully flexed and fully straight.
For example sake have made the rest of the mesh into shapekeys, however could use hooks or constraints to move cylinders, but what matters here is getting the handle flex.
To open close handle is now only a matter of adjusting flex shape value.

Model a curve in the shape of full flex out.  I've used a simple 2 point bezier here
For example sake add the default cube, adjust the dimensions to
better suit.
To this add an array modifier, set to fit the  curve, and then a
curve modifier using same.  May need to tweak the curve scale, and / or cube scale, slightly to make sure it's a nice fit, ie how the last one fits the curve

We now have the flexed strap.

Apply the array modifier, to make it one mesh instead of an array of
items, and then apply the curve modifier as a shapekey  You will
notice the base shapekey is a flat line made up of how many of our
unit items fit the curve.
In edit mode moved the strap up, then adding a mirror modifier on y (top view in examples)
axis will give two handles.
In edit mode with Basis shape key selected, Add the two cylinders,
and adjust there position to match there attached ends. Change to
bent shapekey and do same.

Very quickly mashed together result from default cube and cylinders only.
Locating the pins.
Before I consine file to the ether, added this re using flexible bands to locate other objects

To locate pins that go thru the start and end element of strap
Select top and bottom face of where the pin goes thru and create and assign a vertex group for each end.
Added a pin object (mirrored in y same as flex). A copy location constraint on the pin to the flex, to the vertex group locates it.  This can be exended for the pistons.

It should work this way:

Create 2 armatures, A and B, and create a bezier curve with 3 vertices that follows the armature B’s arc.
Parent both bones a2 and a3 to bone a1 in Keep Offset mode.
In Pose mode, give a2 a Limit Location constraint / Local Space mode, with only the Y axis unchecked, so that this bone can only move on its Y axis.
Hook each vertex of the curve to the 3 corresponding bones of the armature A: Select the armature, switch to Pose mode, select a1, then shift select the curve, then switch to Edit mode, select the bottom vertex of the curve and press  ctrl H > Hook to Selected Bone. Do the same for the other curve vertices. Now the curve follows the bones of armature A.
Select the armature B, switch to Pose mode, select b4, give it a Spline IK constraint, choose the bezier as Target and a Chain Length of 4. Now the bones follow the curve.
When you move a2, the armature B should stretch. Use a3 to adjust the curve shape.

Is this relation between curve and armature treated well by Blender (meaning curve is hooked and IK'ed with the same armature) or it will rise cyclic dependecy error?

No, the relation is not treated well and it will indeed throw dependency error. The way to correctly setup this is described here: https://blender.stackexchange.com/a/35442/7777. Furthermore the bones in spline IK solver are broken in Blender. Skewed and just bad. I don't remember anymore what needed to be done to them to fix this, probably turn off copy rotation from parent, then put rotation constraints on them and blend the twist and rotation from 1st bone to the last one. I ended writing my own spline engine in python, because this setup is garbage.

Bendy bones are a little better but not without issues either.

Ok so I've revised my solution and it should work  ;)


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Animating wire/cable/rope wrapping around a cylinder
I have searched everywhere on the web for a way to do this, but I can’t find anything. Someone have any ideas for doing this without using physical simulations? The operation should be this:
the red wire passes through the blue object (which is static) and is anchored to the yellow object, which can rotate
When the yellow object rotates, the wire wraps around the cylinder in a similar way to a fishing rod.

Well, as Duarte has closed the answers, I'll answer on the page he has linked  ;)

I don't think this is a duplicate question. As the animation progresses, the windings need to come closer, which is not the case in the previous question.

Reopened. @moonboots feel free to post your answer here if you like

oh ok thanks  ;)

This is a somewhat similar answer to @moonboots', perhaps expressed in a different way.

Using the shipped add-on Add Curve: Extra Objects, create an Archimedean Spiral.
Create your rope as a straight subdivided cylinder of some kind: it could be an array of segments, or simply another curve. Mine is long along X.
Use a Curve modifier to deform your rope along the spiral.
As you move the rope along its deforming axis (my X), it will wind itself around the spiral, and, when it runs out of curve, project itself from the end in the direction of the spiral's last segment. With (T)interpolation set to 'Linear' in the timeline, keyframe the rope's start and end positions, for a whole number of turns.
Now, the trick is to keep the fixed end of the rope stationary in the length-dimension of the spiral. Again, with interpolation set to 'Linear', keyframe the spiral's translation the other way, to compensate for the movement  of the tail of the rope along it. Neither the spiral nor the rope rotate.
Create a spool that does rotate, inside the spiral; keyframe its rotation to sync with the rope's progress around the spiral. You know how many turns the rope has travelled between start and end frames; just keyframe that number of turns into the spool.

Here is a solution:

Create 3 objects: The cylinder, the rope (a cylinder with an Array modifier and a Curve modifier) and the curve (used by the rope's Curve modifier).

Rotate the cylinder with some keyframes (here -400°). Move up the curve, move down the rope (or increase its Array count) so that the rope seems to follow the cylinder rotation. Make sure that each of your animations interpolation is linear (in the Dope Sheet press T > Linear).


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Complex mesh deform with array for baking (necklace around the neck)
My problem may be (unnecesarily) complex as i tried alot of things mostly unsuccesfully. If you have any better solution than mine, please tell me !
I'm trying to make a collar for a character, my idea was to make only a part of it, then array/curve or shrinkwrap it around the character's neck, then finally bake it
(unfortunately i have to bake it, my game doesnt accept too much polys and the collar is too complex)

So i did a basic model, ready to receive the array modifier
Then made an basic armature of the body trying to make the collar fit

And tried various things from shrinkwrap with the armature, array or curve and it never came right.
Factually, maybe the bake doesn't need it, or maybe i could make it right on a plane? I don't know. Maybe you'll have the right answer too.

use a lattice. then use a lattice deform after the array. Use shrinkwrap on the lattice. https://blender.stackexchange.com/questions/170584/how-can-i-wrap-an-array-grid-onto-a-different-object-without-the-objects-collap/170629#170629 or https://blender.stackexchange.com/questions/26023/in-blender-3d-is-there-any-function-like-flow-along-surface-in-rhino-3d

Since you want to use only render-bake (not actual geometry) why not render collar as it is now - flat? Unwrap basemesh (neck) into rectangle grid. So you just map it as texture.

I'm not sure there's any easy way, except using the fantastic Wrapping Tools addon by Rich Colburn (which by the way allows you to create an unwrap version of any object).
You could do it with a cylinder used by the necklace as a Surface Deform object that would shrinkwrap around the neck, but when the shape begins to be complicated, this addon seems much more convenient.

Once you've installed the addon, duplicate the neck. Select an edge as if you were going to mark seam, and rip it (V).

In the N panel > External Tools tab, press Create UV Shape. It creates a new shapekey for the object.

The panel is automatically refreshed, a Shape Control appears which acts like the Shapekey value. Tweak it to 1, the object flattens like a UV unwrap.

Select your necklace, put it just over the neck object, in Edit mode make it follow the shape of the neck.

Back to Object mode, select the necklace, shift select the neck, press Bind to Surface, then Scene Update.

Move the Shape Control value back to 0, the necklace is now around the neck. For the necklace as well it has created a second shapekey, you can delete the basis shapekey if you want.

That did it !
Theres a bit of deform but i'll be able to fix it now, thanks you!
https://zupimages.net/viewer.php?id=20/26/5748.png

maybe make sure you have enough topology so that it can bend? Anyway yes it's not perfect, you probably need to make some corrections

I'm not sure i had enough topology anyway, the base itself is a disjointed amount of polys and i always have to fight with it if i want to achieve something. Modding is always a joy, uh? :D
Anyway i reduced stretching and the structure can do the job, thanks for the wonderful Wrapping Tools !

If I understood the Q right - actual poly count of collar is too high for game so you want the collar bake as texture and use it as material.

render it with with all needed passes (color, roughness, glossiness, normal, etc)
Unwrap (U) basemesh - Reset than select one face and unwrap with Follow Active Quads > Even to get square grid
create a new material with rendered passes

Thanks for your answer but the base model is a total mess so i doubt i could use any material on it and the wrapping tool did the job
althrough your method wil surely be useful for something else i have in mind like baked metal stripes on the dress, thanks you ^^

That is OK no problem, choose what fits you the best. Just wrapping geometry does not make it friendly for games as you mentioned. BTW When I said "base" mesh I didnt mean your character, but just the simplified neck part, that is (how you can see) invisible in render thanks to the material transparency so you can put it over your character. :)


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Create a trail effect (Meteor, Comet)
I am trying to show a sphere with a trail, like the one shown in the image. I have tried using keyframes and moving the object from one point to another, and then enabling motion blur. This is not giving the desired effect. Any advice on how to achieve enter image description here this effect?

Related: https://blender.stackexchange.com/questions/117090/particles-with-motion-trails   https://blender.stackexchange.com/questions/45328/trail-particles-ending-in-a-point   https://blender.stackexchange.com/questions/112746/atmospheric-trail

With current experimental build 2.91 you can base this on Volume Object.

create the shape from a Mesh Object.
add Volume Object and in modifiers choose Mesh to Volume, as source Object choose created shape one
add Point Light object in trail direction (close to a sphere)

With second modifier Volume Displace you can use texture to distort. Here is a few examples of Cloud texture (variations in texture properties level).

Since I don't see an option to animate Texture position (for now) for Volume Displace modifier, here is a basic node material ...

With additional Curve modifier (for mesh Trail) or Wiggle bones you would be able to animate motion in more natural way (like a flame moved from one place to another).

That's great to hear about those new features for volumes - I really like the prospect of volume displacement - and a really good way of using them to get the effect. Some really exciting features coming in 2.91.

You can do it with particles:

Create your meteor, give it a particle system, in the Field Weights switch off the Gravity, in the Velocity give a bit of Normal and Object Aligned X to give the particles a direction. Create a stretched sphere that will be your particle, in the particle system Render panel choose Render As > Object and under Object > Instance Object choose the sphere. Set the other values like the life length of the particles, etc... Then give the particle the following material so that the particles fade out:

Add a Force Field > Turbulence just behind the meteor, and a Force Field > Force with a negative value a bit further, so that the particles are a bit agitated and then converge to the same point. Create a long mesh that contains the meteor and its tail in order to add a kind of smoke around the meteor and behind:


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Normal map issue?
So I've baked normals with a high poly mesh to a low poly mesh and the results of the normal map doesn't even show the divided parts of mesh, like the legs, hands, head, etc. But instead shows the normal map as a full square. Is this even good enough to even work with? I also feel like it lacks normal map details. I've used Smart UV Project to unwrap the mesh.
I've attached an image of mines and I've attached an image of what I'm trying to achieve. I would like to know where I went wrong.
Mines

Another Blender User

With Space Option set to Object

With Ray Distance set to 10.000

Are you working with a cage? What's the Ray distance?

No, I'm not working with a cage. It's not checked. & the Ray Distance is 0.000.

It'll help you get good answers if you upload the .blend file, but in few words, whenever I'm baking high to low, I copy the low to use it as a cage, then in edit mode, I click S twice and scale the cage only enough to cover both low and hight, this gives the best results, but if you're not using a cage, you should increase the ray distance, this tells blender how far should it project the rays in order to get coords, 0 I guess means automatic.

I realized the Space option was on tangent, so I put it on Object instead. Now it shows divided parts of the mesh, but I've realized it has almost orange-ish parts in the baked normals. Is this okay? I will show an image. I also switched the Space option back to Tangent and also put the ray distance to 10.000 and it shows much deeper baked normal details. Had it to 1.000, but didn't show enough. Is it safe to have the space option as object like the 3rd image above and work with it having some green? And/or is it even safe to work with the 4th image above as normals? Thanks for your help.

If you're using metric, 10.000 units means 10 meters! As I said the best results you can get with a cage, creating a cage is very easy, you already have your low poly model, normal maps save distance information on 3 axis, it's not meant to be viewed in 2D, looking at a normal map, you can't guess if it's good or bad, unless it's really off (the images you added are, specially the 10.000), save your self the frustration, duplicate the low poly, scale the mesh just enough to overlap both your models (high and low) and use it as a cage.


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Animation public library, are there any?
Recently hear of one such promising project, called "HEAT", but it feels like non-legit and feels like "ready-to-run-with-your-money" vibe, but seems already integrated with UnrealEngine METAHUMANS according to their documentation: https://docs.heat.tech/blender-plugin/get-started
I apologize if this is not the place to ask for addons/plugins, but I have a strong feeling that there is some long time ago established asset-system or marketplace for animation/posing assets I just have not heard of
Thank you all in advance


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What is UV unwraping and what do the different unwrap options mean? In what ways can we cheat unwrapping?
As a beginner, I wanted to know, what UV unwrapping is and how it works.
What is it used for? Is UV unwrapping necessary or can we cheat it?
What do the different unwrap options mean and in what situations do we need to use them in?

When you want to use a texture on a object than you may need to unwrap faces, yes you can live without it in the beginning.
How it works: Blender has a dedicated layout for upwraping, follow the menu below:

If you want to skip the UV mapping, you can apply the materials (a solid color) on object.


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Problem with an indent on donut icing?
Following Blender Gurus tutorial, I have got a problem I need help with. I flipped the direction of the particles and set the offset to -1; it was not flipped properly and it now has a weird ringed indent in the middle. This is what I have so far.

I am just a beginner so far, so I don't know what the particle function is used for.
If you're not watching the video, it's for the icing.

Please don't ask the same question multiple times. :You already asked this here: https://blender.stackexchange.com/questions/82856/a-problem-with-the-donut-icing-random-indent-in-icing

I went through this problem and realized that in the previous build, I had not applied the scale - follow the link with the moment he comments on the future problems of not doing this. This part of the tutorial.

Select the icing.
Press  Tab to go into Edit Mode.
Press  A to select all vertices/edges/faces.
Press Ctrl +  N  to recalculate the normals.
Press  T to to open the toolbar, then go to Shading/UVs and press Flip Direction under normals.
Press  Tab again to go out of Edit Mode.

Like Blender Guru states in his video: the particle system's behaviour is strange  because normally you assume that it works with recalculated normals but you need to flip the direction. That's also the reason why you had to change the offset of the Solidify modifier to -1.


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Where and how can you get inspiration ideas to render?
I am trying to get inspiration to model and then texture and then finally render, but I do not know where. I want a place where I can see unique ideas for blender which I can then develop into my own idea by editing. But I don't know where to start. How do you get along making your own idea that is unique and looks nice. I do not mind if you give a link of a site with refernece images or text ideas. But as a begginer I am finding it dificult to get ideas from reference images that mach my blender capabilities as I have only been using blender for a month.

Your question is not seems to be clear to me, what is your target, what do you want to do ? Please edit your question to more specific

Coming up with something unique is never easy—and by definition, it can't be found in a list of resources. But for just learning, you don't need unique. Look around you, maybe try something on your desk—like your computer, for example. (Or your keyboard or monitor if you've got a desktop.)


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black patterns on the sphere
I'm new to both Blender and Sculptris. I was working on another model and it has similar problem. I first thought there was some problem with mapping the texture file but it seems like the import process went wrong.
I decided to see what it would do if I just export the default sphere into Blender from Sculptris.
Importing default sphere to Blender from Sculptris:
How the sphere looks in rendering:
Thanks a lot!

Edits:
I tried as suggested below to enter edit mode and hit ctrl+N. Something changed but it didn't solve the problem. Please see screenshots below.

Did I not get the ctrl+N right?

2nd edit:
Here's the file.

Can you upload your .blend file to Blend Exchange?

@ShadyPuck Just uploaded the file. Thank you for helping me looking into this.

Sculptris seems to mess a bit with custom split normals data (or the export routines at least). When Custom Normals are present, some functions of Blender won't give you the expected result (and recalculating the normals is one of them, as well as setting an Edge Split ange). Delete this data to free the normals again. You can do this in the Mesh Data tab using the Clear Custom Split Normals Data button:

After this, all normals are pointing in the same direction again:
before

after

finally, recalculate the normals using Ctrl + N:

Thank you so much! It worked! Would you mind elaborate more on how the normals are so important but invisibly (to me) problematic?

@PeterAnteater Those Custom Split Normals are additional shading information, often added by the source application from which you import your geometry from. It is used to fix shading issues when triangles become too distorted. Automatic normals calculation causes shading artifacts with smooth shading in such a case, as the shading algorithm tries to simulate a curved surface, when in fact it should stay flat. The CSN override this calculation, making Blender display the surface shading in a nice way NORMALLY. In your case, something goes wrong with them, so it's better to rely on auto calc.

@PeterAnteater some more info here: https://wiki.blender.org/index.php/User:Mont29/Foundation/Split_Vertex_Normals/Custom_Split_Normals_Manual

This looks like a normals problem. Tab into Edit Mode, key A once or twice until everything is selected, and key Ctrl + N.
With strange normals:

After procedure:

I had a similar problem and here are the steps I took to solve it.

Reset your PRAM
Turn off the "accept only apple apps" setting in system preferences.
Reinstalled sculptris


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Texture paint paints random parts of model
In order to texture my models, I use "Smart UV project" to generate the UVs, using a margin of 0.5 to 1 to prevent bleeding. That doesn't seem to mitigate the issue however. Whenever I paint on one part of the model, occasionally it will paint other parts as well. This picture seems to describe it:

From original link to picture:

Hi all :)
I made this mech - not wanting to spend the next month of Sundays UV mapping it, I did a faces unwrap in UU3D, which takes a couple of seconds. What this does is to lay each face out separately, similar to what Blacksmith does. No use as a template, but great for 3D painting.
Problem is, the paint bleeds through in all sorts of unrelated places - there are close to two hundred separate meshes in there. I realise that the unrelated faces are probably laid out close together in the map, but this paints perfectly in both Blender and Hexagon. I've checked the map and Carrara has not messed up - the faces are not overlapped and do not touch.
I've even tried mapping it with Blender's "Smart unwrap", which does something similar but with more detail. Again, this paints perfectly in both Blender and Hexagon, but I get the same bleeding with Carrara.
Another thing is that Carrara does not seem to respect shading domains. If I select a shading domain it does restrict painting to that domain, but when I select another next to it and de-select the first, it will paint over the first. Not referring to this model, but others that have been unwrapped conventionally.
Is this just how it is and I must look to another solution, or am I missing something here?
Has there been any improvement in C8.5 (I am using 8.1) ?
Cheers :)
Edit to add : I've taken a look at the 3D paint file and see that the faces it is bleeding to are not laid out close - they are scattered all over the place.

I don't know how to fix this issue, any help is appreciated. Thank you.

That si most likely bad uv unwrap, different island are probably too close to one another, so when you paint they bleed into other unrelated parts that happen to be close by in the unwrap.

Try using 'Smart UV Project' or 'Lightmap Pack' from Blenders unwrapping options. They are just as fast as any 3rd party app, and they should produce a UV map which works nicely together with Blenders Painting Tools. You will also be able to set a Threshold, so unwrapped areas never come too close to each other.

I did use UV Project though, and the islands are fairly far apart.

Another thing to look at is the Options tab in the tool bar where you can control the amount of bleed there - if you are having issues with too much outside the boundary of your islands, then you can turn down from the default 2 pixels to 1 or 0. Obviously this doesn't stop you from having problems with UV mapping. Also, make sure you haven't turned off culling and normal there, allowing to paint through by accident.

If your UV Mapping is alright and this is still happening, make sure that the Occlude brush option is checked/enabled.


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help with routing edge flow
I have shading issues can anybody help me with this problem...its half sphere and some square object i make union with bool tool:

Hello, maybe show a picture of the object you're trying to achieve?

https://i.sstatic.net/NqMOL.jpg look here

thanks, maybe share your file here: https://blend-exchange.giantcowfilms.com/

This kind of topology works but it needs a bit more edge loops for your sphere than what you currently have:

did u use bevel and after that make changes or make all cuts by knife

yes use bevel then make some changes (join vertices with J or cut withe knife)