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Object is not perpendicular to the axis
I have a model which is created by 3d reconstruction and the human is connected to the floor. I found that the human body is not in the same direction as the z-axis, as figure 1 shows. What I want is to make the model, through python scripts, in the direction that the figure 2 shows.

hello, rotate it in Edit mode? But do his feet need to stick to the oblique ground?

Thanks, rotation is a way, but I'm looking for a way that can be achieved through python scripts.

for a python script, you'll need to have something that tells you what is "vertical" considering a particular object... from what can you start in that matter?

@moonboots And yes, his feet stick to the oblique ground. After rotation, I will cut the ground based on other techniques that I already figured out.

@lemon do you think geometry nodes like vertices and edges can help?

that could be a bounding box minimization in some axis. but for that, you need to know, for instance, that the original floor is horizontal (as that's not the general case).

@lemon that could be difficult, 'cause the original floor is not horizontal, just like what the picture shows.

ok, but you want it to be, right? Maybe a dichotomy for angles between 0 and 90°?

@lemon sorry, I don't understand what you said.

ok, to be sure of what we are talking about, could you edit your question by adding a picture of the result you want?

@lemon Thanks, I just edited it.

You can try to use "Mesh: 3D print toolbox" addon (which is in Blender's distribution).
It has a function that rotates the entire object so that the selected faces lie on average along the X/Y plane.

You can call this addon operation or refer to its Python code to embed and use it in your own code.
This code can be found here.
In short, it calculates the mean face normals ponderated by face areas and calculates the rotational difference to the Z axis in world coordinates. This gives the wanted rotation which is used to rotate the object back to the horizontal.

Thank you, I'll try it!


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Point Light looks like it's pointed towards a direction
I am currently having a strange issue with my blender. My lights for my floor and ceiling aren't looking correct, and sort of look like they are pointing towards one side, which causes one part of mesh to look like it's normally lit, but the other side doesn't look lit at all. This happens with all 4 lights, but I am looking to hopefully use point for this. renderer is Eevee btw, as Cycles takes almost 2 entire days to render this scene :(

Hi Artsmen, since you are new here, i have to tell you that we cannot do mind reading and we have no idea what you did. So i think it is a good idea if you provide your blend file so we can check it out ourselves. thx.

To add to Chris's words, don't forget to pack all the extra files into this blend file. Otherwise, you can only guess what the problem is. Maybe in the lighting settings, maybe in the fact that you hid objects from the render. There are dozens of options.

To add to both the previous comments.. :) Please strip your file down to a minimal failing version.

@Chris Ok, Here you go, The .blend Hopefully this is good.

i can't really tell if there is anything wrong, in render mode i get https://snipboard.io/sNPAqb.jpg is there anything wrong with that?

yes, One side (the left) is lit normally, but on the right, the light range or whatever you wanna call it is way shorter, causing that side not to light up as much

source: Stack Exchange

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

sort: votes


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Black shape only visible in Cycles Renderer, can't see it in any other viewmodes
Whenever I render my scene I see this unknown black shape on the renders. I can't figure out why because it doesn't seem to exist in any other viewmodes.

Do you have an object in the scene which is disabled for Viewport but enabled for Render (see the icons right to objects in the Outliner)?

Been trying to solve it for such a long time, and just after asking this I just found out the solution... Seems like it gets fixed if I just change my render Device to GPU compute.

Switching from CPU to GPU did the trick? To me, the left side looks like you have chosen   Eevee as Render Engine, or if it is really set to Cycles then it seems to be Material Preview shading mode (which uses Eevee as well), not Rendered. And Eevee does not show transparency by default, you have to change the Blend Mode.

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


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Camera set to follow path on a bezier circle wobbling in Blender 3.6.2 Mac Studio M1 Max
My bezier circle is zeroed (with a resolution of 64), my object is zeroed (centred with the circle), the camera is set up to follow path with all the correct settings (follow curve checked, forward axis -x, up axis z).
When animated the camera pans around my object fine... it's just that it wobbles. The objects not wobbling itself, it's actually the circle creating the camera wobble that makes it look like the object wobbles.
I've created a new file to check if it's the file I'm working with, but it happens with the new file too. Am I missing something. Be grateful if anyone could help.
Here's my file:
https://drive.google.com/file/d/1KWaA07YOaH0nv2w_-EybLR0qyD7F20St/view?usp=sharing

If you give a Damped Track constraint to your camera with the sphere as Target and Track Axis -Z it will fix the problem (but it doesn't answer your question)

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

for me it looks like a bug

Actually I believe this depends on how exactly Blender is calculating this Bézier curve, but I might be wrong. Just a stupid question: for a simple thing like a rotation around the center, why don't you do exactly that? Rotate the camera around the center? Place an empty in the center, put the camera off the center in the desired distance, parent the camera to the empty and animate the rotation of the empty.

Thank You moonboots, that solved the issue. I might flag it with Blender as I have the same opinion as Chris. Thank You Gordon, I'm going to give that a try too. Always up for trying new things :) and next time I'll try to be a little less vague Duarte. Cheers guys! Much appreciated.


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Blender Geometry Nodes: Render Instance Id Next to Instances
How do I render a string curve containing the instance ID next to all instances of an "Instance on Points" node
Concrete example:
I want to render X keyboard keys and render their respective key number ( or instance Id ) above them.
I wasnt yet able to achieve this using the Tutorials I've found ( I'm a blender noob ).
But still I though that asking this question here might help another noob to understand how the instance ID's of "Instances on Points" can be used.
Here is what I've got so far:

Now I want some way to get the current instance ID and use it as value for the curve that is rendered above the instance.

if i where u i would tell us what your end result is instead of asking for a "mid term goal" because there might be a better idea than u have in mind now

The desired end result is in the title "Render Instance Id Next to Instances":
Or more verbose:
How do I render a string curve containing the instance ID next to all instances of an "Instances on Points" node

Should I clarify more? Please give me a hint what is still unclear.

Maybe an Example:
Above I have a line with 100 points, now I instance a cube on every point.
I expect that the "Instance on Points" node has an ID for the instances, i.e.: instance 1 : ID1, instance 2: ID2 ... instance 100 ID: 100. This ID I want to render next to the instance as text.

Yeah sure this was marked as duplicate BUT:
The duplicates answers aren't really explaining how to solve the problem rather they offer magical solutions without explanation, also I wonder if a feature like: https://docs.blender.org/manual/en/dev/modeling/geometry_nodes/utilities/repeat_zone.html
might also offer a novel solution to this issue.
I don't think the other question is up to-date or exhaustive.


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my smooth model has strange bumps
I really have no idea why there are these bumps in the robot's chest
It doesnt look like there should be any in wireframe
But they show up in renders and solid mode
Also the customer said that the robot looks a bit too plastic and I should make him more fun. I gave him a shadeless freestyle version and said that he didnt like it, any ideas on how I can improve this model?
http://pasteall.org/blend/index.php?id=50764
UPDATE: Don't be an idio and just use edge split. Honestly, shouldve tried it sooner

Possible duplicate of Applied boolean modifier leaving shading artifacts with flat shading

Dont be an idiot like me and try using edge split in the modifiers tab. I remember having this problem before and it's caused by booleans and I fixed it many times before with edge split, so I have no idea how I was dumb enough to not think of that. Don't drink and model, kids, that never goes well


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How to render specific parts
i recently noticed i was rendering in half of 1080p, those renders alone took about 4 hours. with it in full 1080p it will take 25 hours just to render 300 frames! can i render a specific amount of frames at a time so my PC isn't working for 25 hours flat out? thanks.

resolution is not the only parameter that plays with the render time, you should make some tests with a lower sampling rate for example, etc.

You can do all of those things! Generally, it's best to render animations to a still image output. That way, you can render some, then come back to it and render more frames.
As for the resolution, it's entirely up to you. If you personally think that 720p looks good, go for it. If you plan publishing this on YouTube or putting it in a reel, you should render at 1080

Thanks. i found out how to set specific parts of the render. im going to be uploading it to YouTube so ill stick with 1080p :)


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Scene Glitching on Opening
I am trying to rig a model. I finish. I save the scene, just like always. Then I open it up a few hours later. The model has set its default scale to 0.17 (roughly) and shrunk to that size, the objects it has have vanished or moved, and the skeleton is rotated in a random position. I've experienced similar shrinking or movement or rotation issues basically every time I open the scene but this is the first time it's genuinely ruined work.
I'm not attaching the scene because it's an issue with all my Blender files and always has been, but now I'm done with it and I'm trying to fix this glitch.

Usually in cases like this the first thing to check if there are any keyframes in Graph editor / strips in Action editor which values differ from those you had before saving and closing the file. However if that is with all files then hard to imagine they all are keyframed. I suggest uploading the file with https://blend-exchange.giantcowfilms.com/ and putting the link in the question - after all this will allow to narrow the problem down

Okay, I added the file.


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Pan view won't work
My middle mouse and shift button work on everything else, I even set it back to default factory settings, but it still doesn't work. I tried googling but nothing helped. I've also tried the alternative to the middle mouse, but it still doesn't work. I think the pan view is not working.

Does this happen even if you revert to factory settings? or on a specific file?

Yeah it still happens after I default back to factory settings

I think there is a problem in the pan view when opening directly a file and not first Blender and from there the file. This is the only way I found to move through the 3d view. Otherwize the Shift key is not working. Does anyone face the same?

A comment might be too difficult to explain a test, so i post it as answer

What if you change your pan view to other shortcut, or manually add a new short cut to it?
It should be found in 3D View > 3D View (Global) > Pan View

Add a new shortcut:

BTW I always change it to "shift + RMB" to pan view since "MMB" are too hard to press down in most of the mouse.


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Turn off shadows cast onto Backdrop Image
Is there a way to turn off "Shadow Catcher" for a backdrop image so no shadows are cast onto the image?

You ticked the wrong box (I rolled back your edit to my answer, because it was a comment and made no sense as an edit).

Cycles
On the Object tab of the backdrop you can tick the 'Shadow' box under Ray Visibility under Cycles Settings.
Cycles/Eevee
A hack that works is to make the material an Emission shader. Obviously, this might introduce other problems.


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Making a ring mouth
I am trying to make a ring smiley mouth, as seen in the image below:

And here is what I have so far:

I've made a circle, converted it to a curve, and applied bevel.
In Edit Mode, I moved the selected vertices a bit down to make a smile.
But the problems I have right now are:

The top and bottom parts are uneven; the top lip and the bottom lip have different sizes, the bottom one is slightly bigger.

There are wrinkles on both sides of the corner.

I want to make that clean even curve like in the first image. Are there any other ways you guys can recommend?

It's always good to note the source of an image if it isn't (obvious that it's) made by yourself. Is it also the case that the curve is not a complete loop? There seems to be a connection missing in the upper left corner..

Yes, I just realised, thats another problem. I tried connecting those two vertices by pressing F but I get an error message saying "cannot make segment". I dont get it because I only converted a full circle mesh to curve

I don't think the lack of connection is a problem if it was a converted mesh.  If you look in Active Spline it will have Cyclic U checked, which makes it continuous.

You can create a bezier circle (4 vertices), give it a Bevel Depth, and tweak the Resolution values, here I've tried a Shape Resolution and a Bevel Resolution of 12. Give it a Subdivision Surface modifier and it will fix the bad shading. It looks like to avoid wrinkles you need to rotate and play with the vertices scale a bit, I'm not sure you can avoid them with all the shapes it will take. To animate, hook to empties of bones. You can play with the thickness of each vertex with its Radius value (N panel or AltS):

Try increasing the Bevel Resolution further.  Unfortunately 32 is the maximum and even manual input won't go any higher.


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Time since last function call
зThere is an operator “A_TimeSincePriorHotkey” in the autohokey program. It returns the time elapsed since the last call of this function. With this operator it is very easy to work with double clicks or repeated function calls in a short period (in fact, in any period you set). In Blender I've seen descriptions of timers, but no similar operators.
Can you suggest some analog for Blender please ?
#IfWinActive, ahk_class ZBrush
2::
If (A_PriorHotKey = "2" AND A_TimeSincePriorHotkey < 200)
{
    print("Hello")
    return
}
print("World")
return

In this short code snippet, if the user presses button "2" and less than 200 milliseconds have elapsed since the last press of that button, the word "Hello" will be printed, if more than 200 milliseconds have elapsed, the word "World" will be printed.
I am looking for an analog of a mechanism that counts down between presses or function calls.

Hello, could you be a bit more specific about what exact function you want to time ? There are dozens (if not hundreds) of functions that are called every second in Blender

I think the closest to it would be searching through the "INFO" area contents.

I haven't found a function like that yet. Here is a working variant using the time module. We get the current time in ms and store it in the operator attribute.
import bpy
import time
class KEY_Dopesheet(bpy.types.Operator):
    """Toggle Dopesheet,ActionEditor,ShapeKeyEditor,Timeline"""
    bl_idname = "object.key_dopesheet"
    bl_label = "KEY_Dopesheet"
    key_dopesheet_switch = 0
    lasttime = 0

    def execute(self, context):
        op = bpy.types.OBJECT_OT_key_dopesheet
        # current time in ms
        epoch_time = round(time.time() * 1000)
        uitype = bpy.context.area.ui_type
        if(epoch_time - op.lasttime < 700):
            if (op.key_dopesheet_switch == 0):
                op.key_dopesheet_switch = 1
                bpy.context.space_data.mode = 'DOPESHEET'
            elif(op.key_dopesheet_switch == 1):
                op.key_dopesheet_switch = 2
                bpy.context.space_data.mode = 'ACTION'
            elif(op.key_dopesheet_switch == 2):
                op.key_dopesheet_switch = 3
                bpy.context.space_data.mode = 'SHAPEKEY'
            elif(op.key_dopesheet_switch == 3):
                op.key_dopesheet_switch = 4
                bpy.ops.screen.space_type_set_or_cycle(space_type='NLA_EDITOR')
            else:
                op.key_dopesheet_switch = 0
                bpy.context.area.ui_type = 'TIMELINE'
        else:
            bpy.context.area.ui_type = 'DOPESHEET'
            bpy.context.space_data.mode = 'DOPESHEET'
            op.key_dopesheet_switch = 1

        op.lasttime = epoch_time
        return {'FINISHED'}

Keep in mind since you're not using Blender serializable properties this may yield funky results if you undo / redo or save / load


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Align curves to face normal and curve radius (GN)
here's my question:
I'm trying to align some branches on a curve converted to mesh with GN, currently the instances are aligned to the faces normal with the node Align Euler to Vector but some instances are aligned to the negative value of the face.
It looks like some branches are aligned inward

This is how the main curve is generated

And here is how the branches are spawned, aligned and stylized

How can I align them always to the positive direction of the Z-axis?
Thanks to all who might help!

They're aligned to the normal.  The problem is, some of them have a negative scale, which means that they're moving backwards through the trees:

The input to the selected math/subtract node is always greater than zero.  But it's not always greater than 0.2, meaning that sometimes, you're generating a random vector with a negative Z.  When you scale the branch by a positive number, it will go out of the tree; when you scale it by a negative number, it will go into the tree.
One solution here is to clamp the scale to something postive (and, probably, non-zero!):

Thank you! I didn't imagine it was a scale problem.


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How to unfold UV texture
I merged two different meshs to make the object in this picture.
And I attempted to  visualize whole UV texture of this mesh  but only came out that a picture of tongue which have been  assigned to one side of mesh that I used to merge showed up.
As a part of top of her head to middle of it,I used this mesh.
https://sketchfab.com/3d-models/spiderman-original-2ed06987d6204854a7fe133684cb66e3
but as other part of head,I used this mesh.
https://www.cgtrader.com/free-3d-models/character/woman/woman-brown-skirt
And as body part, I used this mesh.
How should I do if want to visualize UV texture of whole this object?
And how to apply textures that I downloaded to this object?

Hello, what do you mean by "unfold UV texture"? Do you mean that you check the different textures that have been assigned to your object? Is it the only one that you can visualize? Maybe share your file?

Hello, PO EX, please be a bit more specific. Give us an idea of which meshes you merged.. and.. did they have their own UV maps? Did one map overwrite the other when you made the merge?

I think you have to learn the basics of UV mapping and materials before asking broad questions like this one. If you need to assign a particular texture to the tongue, you can do so by selecting the tongue in edit mode, going into material properties, creating a new material and clicking assign.


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Auto mirror of human head
enter link description here
I attempted to use Auto Mirror on human head but working on surface of a mesh  were not adapted to other side on a mesh.
What should I do?

You shouldn't use the Mirror modifier and Auto Mirror at the same time. In any case you seem to have Auto Mirror set to the 'Z' direction instead of 'X' which is the direction you should be mirroring, From the patterns on the surface of your model you appear to have overlapping faces anyway which will also cause problems but we'd need to see your Blend file to see exactly what's going on. You can share it via https://blend-exchange.com/ if it isn't larger than 30Meg following the instructions there to copy the link on that page and then edit your question here and paste the link into it.

I guess AutoMirror will work as long as your object is symmetrical, to recover the symmetry try a Mesh > Symmetrize:

Choose the wanted axis in the Operator Box:


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How to render multiple scenes in succession from the timeline?
I've seen over the internet different ways of linking multiple scenes between each other and using multiple cameras from a single scene, but is there any way to render completely different scenes with their own cameras one after another like in After Effects?
I mean in AE there is a way to put compositions one after another to create a single video file.
Could it be done similarly in Blender, so I won't get several different video files which require video editing to merge them?

What do mean completely different scenes? In blender you can create several scenes and than use Video Sequence Editor (often called as VSE) to combine those Scenes as a strips and mix them on timeline ... Also you can choose what scene camera will be used.

You can also use the Compositor to blend in different view layers from different scenes. Please add a little more information about the expected behaviour

@vklidu Lets say we have in scene 1 with room A and scene 2 with room B. When I try to render video it always renders only active scene cameras. So I have to render 2 times and then manually combine these scenes. Is there a way to combine both scenes? Thank you for you advice. I will check it out

For rendering more Scenes created in one blend file use Video Sequencer (called VSE).
Scene_Cube

Scene_Sphere

Create a third New scene, switch to Video Editing layout and  with mouse hovering above Video Sequencer editor Add Shift+A Scene strips and organised on Timeline as needed.

From Video Sequencer properties panel N (with Scene strip selected in timeline) under Strip > Scene > Camera you can choose what camera object should be used (if you have more than one in that scene).
Or you can also use one camera in Scene_Cube linked to Scene_Sphere.

thank you! now I understand

Huh, that's a pretty neat idea :).

@JachymMichal commonly used ... and available from blender's beginning ... in this area was blender for almost two decades hidden rockstar next to an 3D packages and Compositing packs. They handled this by very complicated and separated import/export system or it was totally impossible for them... I remember one complex project I did entirely in this system and it was pleasure to work with even in that time :)


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Why is the texture mapped properly in the 3D viewport, but not in the UV Editor?
This is how it looks in the 3D viewport, mapped the right way:

Texture of the mesh that is not properly UV mapped in the UV Editor:

It would be helpful if you actually showed us what "right" vs "wrong" looks like. It might also help if you share your Blender project file. Instructions for sharing.

oh well for some reason the website didnt let me post 2 images

Can you point out what exactly about your model is wrong though? We don't even know what you're aiming for so how can we figure out what your issue is.

Are you sure that is the correct UV map for that texture?


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Rig out of place in Object and Pose Mode
I've been working on a model for some time now (this is my first model that actually didn't crash :D).
When I go into Edit Mode it's completely normal, but when I go to Pose or Object Mode, the rig is out of place.
The first screenshot below is in Edit Mode, and the second is what happens in the two other modes :/
How do I fix this?

Edit Mode
Object/Pose Mode

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

Apart from seeing your Blend file as @moonboots says, it would help if both of your images were shown in direct Front view (1 on the Numpad). Did you apply the Scale to both the armature and the model in Object mode (Ctrl-A > Scale) before parenting?

I managed to fix the issue, turns out i didn't scale the rig to the same size as the metarig (for some reason it spawns in smaller)


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Importing Vertex groups with duplicated vertices
I'm working on a project to generate a mesh that was written in VSCode. When I create my vertex groups and run it directly in Blender, there is no issue.
However, when import the file as a .obj, it only gives me a few of the vertex groups.
When I dug a bit into this, it seemed that importing into Blender has issues with duplicated vertex groups that have overlapping indices. This is the case with .dae, .fbx or .obj.
Does anyone have a fix for this?
I'll add a couple of images to show an example of what is happening.
import bpy

bpy.context.scene.unit_settings.system = 'IMPERIAL'
bpy.context.scene.unit_settings.length_unit = 'INCHES'

bpy.ops.object.select_all(action='DESELECT')
bpy.ops.object.select_by_type(type='MESH')
bpy.ops.object.delete()

def generateSinglePanel ():

    # Set height_width_thickness
    overall_width = 48
    overall_thickness = 0.375
    overall_height = 80

    # 1 meter = 39.3701 inches
    scale_factor = 39.3701

    # vertex positions on the (x,y,z) axis based from the measurements above.
    vertices = [
        (-overall_width / 2, -overall_thickness / 2, -overall_height / 2),
        (-overall_width / 2, -overall_thickness / 2, overall_height / 2),
        (overall_width / 2, -overall_thickness / 2, overall_height / 2),
        (overall_width / 2, -overall_thickness / 2, -overall_height / 2),
        (-overall_width / 2, overall_thickness / 2, -overall_height / 2),
        (-overall_width / 2, overall_thickness / 2, overall_height / 2),
        (overall_width / 2, overall_thickness / 2, overall_height / 2),
        (overall_width / 2, overall_thickness / 2, -overall_height / 2),
    ]

    edges = []

    faces = [
        (3, 2, 1, 0), (7, 6, 2, 3), (4, 5, 6, 7),
        (0, 1, 5, 4), (2, 6, 5, 1), (7, 3, 0, 4)
    ]

    mesh_data = bpy.data.meshes.new("PanelA_data")
    mesh_data.from_pydata(vertices, edges, faces)
    mesh_obj = bpy.data.objects.new("PanelA", mesh_data)
    bpy.context.collection.objects.link(mesh_obj)

       # Vertex Grouping
    vertex_groups = [
        ('corner_bottom_left', (0, 4)),
        ('corner_bottom_right', (7, 3)),
        ('corner_top_right', (6, 2)),
        ('corner_top_left', (1, 5)),
        ('face_bottom', (0, 3, 4, 7)),
        ('face_right', (2, 3, 7, 6)),
        ('face_top', (1, 2, 6, 5)),
        ('face_left', (0, 1, 5, 4)),
        ('edge_bottom_front', (0, 3)),
        ('edge_right_front', (2, 3)),
        ('edge_top_front', (1, 2)),
        ('edge_left_front', (0, 1)),
        ('edge_top_back', (5, 6)),
        ('edge_left_back', (5,4 )),
    ]

    for group_name, indices in vertex_groups:
        group = mesh_obj.vertex_groups.new(name=group_name)
        group.add(indices, 0, 'REPLACE')

    # dimensions
    dimensions = mesh_obj.dimensions
    dimensions_in_inches = [(overall_width) / (scale_factor), (overall_thickness) / (scale_factor), (overall_height) / (scale_factor)]
    mesh_obj.dimensions = dimensions_in_inches

    # set location
    mesh_obj.location = (0, 0, 0)

generateSinglePanel()


text:
Can someone explain this node setup for rotation?
This is a node setup used to align twigs with branches:

I would like to understand what these nodes are doing exactly. I tried studying what Euler nodes are, but I did not understand anything.

See if this YT explanation helps.

@Joachim some of his visualizations were wrong where he has pinned his comment and most of his explanation has been about the vector input and not all of them

Sorry, whose visualizations? Pinned his comment? How exactly does that relate to this question? I'm confused.

the comment was for the yt you provided

Hi, just saw you've deleted your other question "render stucks". I've just wanted to add that it's probably because of the high amount of polygons. The low-poly proxy objects alone have about 4 millions verts. It might be better to use plane tree and grass objects with transparency. Look for billboards/speed trees/plane trees, e.g. https://youtu.be/Ix-KT9a4PSo or https://youtu.be/tXXYjk5Jxiw

@Blunder I will give it a try


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How to achieve a look similar to the plastic (or environment) in the example image
I would like to achieve the following material look (I'm OK with the frosted effect):

I've tried all sorts of things, like messing around with different materials, environments, etc. This material even in low light has an amplifying effect, especially for light shining on it.
My biggest issue is getting rid of the refraction:

Can you explain the function of the lines in the image?

Yes. The red lines indicate the problematic are. I tried to create a glass-like material, but as you can see on the real picture it looks completely different. This material is transparent, but where the cutout section it behaves very differently than other materials I've seen. Even at low light it amplifies the effect. I'm trying to get a same or similar effect as it is on the second image.

Have you tried this plastic shader yet? I'm not sure if this is what you're looking for but when you replace the blue color with white/grey you get something like this: https://i.sstatic.net/0gqVi.jpg or https://i.sstatic.net/42mjg.jpg (depends on the light/HDRI)

No. But I will do. Looks lot better. What is the hdri you used?

A part of the problem is duplicate vertices. By using Mesh → Cleanup → Merge by Distance in Edit Mode, I was able to get rid of 9563 vertices.
I then beveled the edges of the problematic area.
I used another HDR environment map*, as your file didn't contain the one you used. This is the result I got (all 512 passes):

The cutaway edges now seem to have the same amount of reflection as the adjacent geometry.

* Pearson Historic Hangar Closed, from here.

Thanks for the tip to clean up the model. But despite it, the problematic area still persists. You can try any HDR it will have the same effect. The cutout in the object will refract as it should in a normal glass object. My whole objective is how to circumvent that? I would like it to behave differently like a standard material as this isn't. Some specific plastic for which I could find a decent material setup.


text:
Adjacent faces are separated on the UV map
I have a truncated cone, open on both sides, laced near the top, with rims/curves along the top and bottom edges:

However, whenever I unwrap the object using the cylinder method (which seems to give the best layout solution overall), several faces that are adjacent on the model appear on the other side from their counterparts on the UV map:

This happened to the faces near the marked seam, but removing the seam - having no seams at all - results in the exact same layout.
The model does not have any modifier.
Does anyone know why this happens and how I can prevent it, or change this behaviour during unwrapping?

Additional images of the model (click for larger versions):

Difficult to tell from your first image, but are you sure that the seam goes right to the bottom of your object? - It looks as if you may have missed one edge at the bottom. Please upload your blend file so that we can have a closer look.

@JohnEason I double-checked, and repeated the process twice, but let me get a trimmed-down version of my file ready.

Are the top and bottom of the cone open or do they have faces to close them? Because I can't see any seams there in your screenshot.

@GordonBrinkmann Good point: they're open, I'll edit my post.

Very odd! In fact I added another seam to the opposite side of the object and cylinder unwrapped it again to see what would happen and got even wierder results! I'm afraid I don't have any suggestions as to what's causing that one. :^(

@JohnEason Yeah, I've done the same, but with me it didn't seem to have any effect on the unwrapping process. Thanks for looking into it!

I don't know what's gone wrong with your model... a very few times I've had this problem as well, somehow the order of the faces must have been changed or whatever. The only thing that works for me is what I've done with your blend: I've made a copy of the object, deleted the last three rows of faces on the bottom and recreated them with the duplicate as reference. Now it worked as expected.

Thanks, @GordonBrinkmann, I'll try that as soon as I can.

Strange, but what worked for me was to not unwrap from a side view, but from the top view, presumably so that the 'direction' of the Cylinder Projection unwrapping method changes:
In Object Mode:  7 (for Top View) → u to unwrap → 'Cylinder Projection', with the following properties: Direction: View on Poles (instead of View on Equator), Align: Polar ZX.
This is the result:

(Note for clarification: the overlapping faces of the inward turning edges on both sides of the funnel were already present in the initial model (and they can be unfolded manually, if necessary) - see the question.)


text:
Accidently Hid the Manipulator Widget(Move/Rotate/Scale)
I'm trying to familiarize myself with blender, and I touched something without looking at the keyboard, as one does, and the manipulator widget is now just missing from my screen. I've tried looking up how to re-enable it, but it points to something that I don't see on my interface.
So now I'm just stuck...

step 1:  click on the Item Tab (upper right on the 3d-view).  If all the "Location" text field lock are on, unlock them.   No widget will show otherwise, similar for Rotation, Scale, etc.

you probably disabled the Gizmo for Active Tool.  And from now on keep those hands off the keyboard and mouse!!!!  Welcome to the extremely arcane world of 3D editors... LOL

No, they're all unlocked, I don't know how it would've gotten locked otherwise.

Added a screenshot of that menu you linked and they're all on.

Edit :: Preferences :: Viewport :: Gizmo Size    ?

I had the Animation Playback going, you can see it on the bottom part of the screen.
That turns off the Widget. I deleted that hotkey for now, don't need it at this moment in time.

Ah!  "Touched something" like a shortcut key.
From the default hot-key-map file:
("wm.context_toggle",
 {"type": 'ACCENT_GRAVE', "value": 'PRESS', "ctrl": True},
 {"properties":
  [("data_path", 'space_data.show_gizmo'),
   ],
  },
 ),

translation: ctl-` (control back-quote)


text:
Bringing my obj from Blender into DAZ manually creates some weird issues
Edit: Is there just a simple, to the point, checklist for steps to check your mesh before importing into DAZ for prop creation?
I can't get any more specific about what's going on than below because I have no idea what happened except things went badly. If no one can answer me, I understand.
My latest project is me trying to gain a bit more skill kinetically. I got a pair of MR pants and set about  making them my own.
Things were going great for a while, but suddenly things were not so great. Morphs melted. The faces suddenly were facing the wrong way. The last weirdness was when I tried to convert to subD in DAZ, and things suddenly were no longer symmetrized.
I've checked and rechecked the mesh in Blender I dunno how many times. I think most of my problem is I don't know exactly WHAT to check? Yes, there are a lot of discussions out there. I'm aging. I want everyone off my lawn. Is there just a simple, to the point, checklist? (Yes, I've spent some time looking. But when you aren't sure of what you're looking for, you won't know it when you find it.) A checklist is a good point to not only get it done, but learn from. Tried and true. (hoping) I did find mention of a check tool, but tbh I wouldn't want that just yet.
So far I've checked for islands, told the system to delete loose, symmetrized (and now the topo looks kinda strange), uv mapped (which annoyingly the geo surface set up always gets lost going from one to the other), and banged my head on my desk.
For a while things were amazing. About 2/3 of the way done, and I'm not sure what happened. One of the morphs brought in a weird shape on the thigh and it all went downhill from there.

Please edit the question to limit it to a specific problem with enough detail to identify an adequate answer.

Also some images and the export format you're using might be helpful.

Hi, Spear Carrier, welcome.  I think you'll attract better answers here on BSE with a terse, focused, technical description of the problem. Please include an illustration of 'morphing',  'melting', and any settings that may help us, including export format, as suggested.

HI guys. I'd be more specific if I knew how. "Is there a checklist for checking your mesh?" is the meat of it.
I went back to an earlier mesh before going to bed. Too soon to screenshot any new problems.


text:
texture displacement messed up with extrusion
I'm 3d-printing a hedge maze and I'd like to print a hedge texture. I've made the hedges by copying and pasting a base rectangular prism and then extruding the end face to make the hedges longer. I'm then using the method I found here https://www.youtube.com/watch?v=u-tnO8jA5Lg to make a grass texture displaced: I started by subdividing and then displacing. This photo shows my problem -- the non-extruded part has a strange stretched texture while the extruded part looks fine. I've tried first applying a scale and then doing a UV unwrap before the subdivision and displacement, but this hasn't helped. I'm new to blender, so I'm likely missing something very obvious! Thanks in advance for your help!

I got help from an in-person blender expert who told me the better way to do this sort of thing with texture displacement is to use an array modifier instead of extruding. Hope this helps someone else with the same problem!


text:
Geometry Node, How to select easy creating patterns on Mesh Surface (ex. metal deposits)
Working out with rock containing different ressources deposits and try using geometry nodes for it (find base on youtube... not smart enough :)). Although looking for effect on rock surface not on extra mesh adding.

Result is useful, although selection faces afterwards is pain in ass. Is there any way of quick select this created pattern (instead of manually selecting each face)?

If you assign a material, you can then easily select by material (shift G)

you can simply capture an attribute (boolean) of the cutter object, and then move just that selection, like so:

---- update
if you use the viewer node, you will see, that your faces have the wrong orientation:

so if you mute the flip faces node, it should work.

Thx, for answer, unfortunately not working. Dropped *.blend file above, can you try on it?

try muting the flip faces node. The viewer node is helpful for debugging. i updated my answer. Looks like boolean face is necessary in your case.

Thx, for answer @Chris, although  flip faces was set in order to achieve this edges intersecting  faces effect instead of adding depth to main rock... (check second picture) start thinking that maybe should try with projecting some noise based mesh on surface


text:
Attach “axe” to bone in Blender Python API
My most recent code is like this:
bpy.ops.object.mode_set(mode='EDIT')
bone_obj = armature_obj.data.bones[bone_name]
bone_obj.select = True
armature_obj.data.bones.active = bone_obj
# Parent the mesh directly to the bone
bpy.ops.object.mode_set(mode='OBJECT')
bpy.context.view_layer.objects.active = meshobj
meshobj.select_set(True)
meshobj.parent = armature_obj
meshobj.parent_bone = bone_name
meshobj.parent_type = 'BONE'

What happens is that there's a cloud of orange points (spheres?) that surround and animate around the bones, but the actual meshes don't animate.
Edit, following the code below, I'm now getting the following, which I was getting before, and we gave up on bones.
Failed to add relation "Bone Parent"
Could not find op_from: ComponentKey(OBhanim_l_hip, BONE, 'hanim_l_hip')

Trace:

Depth    Type                     Name
-----    ----                     ----
1        Object                   HAnimJointLandmark_Box.144
2        Object                   USE_l_hip_JointShape
3        Object                   hanim_l_thigh

Basically, I'm getting this for each bone with the ComponentKey error.  I will try to post more.  I will probably have to construct a small example.

There are many ways to attach an object to a bone. The simplest is bone parenting. The script below should do it.
import bpy

# Get the armature object using its object name.
arm = bpy.data.objects['Rig']
# Get the active bone. I assume the weapon needs to be attached to this bone. If the name of the bone is known, this step can be skipped.
bone = arm.data.bones.active
# Get the active object. I assume the active object is the weapon.
obj = bpy.context.active_object

# Modify the parenting parameters to achieve bone parenting.
obj.parent = arm # Armature object
obj.parent_bone = bone.name # Bone name
obj.parent_type = 'BONE'

This will place the weapon at the tip of the bone and orient it to match the bone orientation. If this is not the desired position and orientation, you will have to modify the weapon transforms.
If you already prepared a setup where the weapon just needs to be parented to a proxy object (for example, an Empty), you can use object parenting which is simpler as shown below.
import bpy

empty = bpy.data.objects['Empty']
obj = bpy.context.active_object

obj.parent = empty

Edit: I would like to point out a few issues with the revised code in the question. I leave them as comments below.
# I assume you have "import bpy" somewhere before this snippet and you
# assigned the variables: bone_name, armature_obj, meshobj.

# 1. There is no need to switch to edit mode. We're dealing with object
# relations which is done on the object level.
# 2. This is an operator, which means it depends on the context. You
# need to make sure that the object of interest is active before
# running this.
bpy.ops.object.mode_set(mode='EDIT')

# Looking below, it doesn't seem you're using the bone at all. You're
# also not depending on the bone to be selected nor active. Also, bones
# are not objects. Bones to an armature object are like vertices to a
# mesh object.
bone_obj = armature_obj.data.bones[bone_name]
bone_obj.select = True
armature_obj.data.bones.active = bone_obj

# Since the switch to object mode was unnecessary, the switch back to
# object mode is unnecessary too.
bpy.ops.object.mode_set(mode='OBJECT')

# Making the object active and selecting it are both only needed if
# you're running an operator that requires the context to make sense.
bpy.context.view_layer.objects.active = meshobj
meshobj.select_set(True)

# If you already have a handle on the meshobj and the armature_obj, and
# know the bone_name, these three lines are all you need.
meshobj.parent = armature_obj
meshobj.parent_bone = bone_name
meshobj.parent_type = 'BONE'

Edit: This is how the script would change if one wants to parent the mesh_obj to an empty_obj and parent the empty_obj to a bone named bone_name under armature_obj?
# I assume bpy was imported and the variables were already assigned. Something like the following lines will do:
import bpy
mesh_obj = bpy.data.objects["Cube"]
armature_obj = bpy.data.objects["Armature"]
empty_obj = bpy.data.objects["Empty"]
bone_name = "Bone"

# This is where the actual parenting happens.
mesh_obj.parent = empty_obj

empty_obj.parent = armature_obj
empty_obj.parent_bone = bone_name
empty_obj.parent_type = 'BONE'

I couldn’t get your first example to work, like I don’t have a top level bone or something.  I’m not sure how to ger a top-level bone under armature yet.

I am not exactly sure what you mean by a top-level bone. The first example assumes that: the name of the armature object is known (Rig in the example), the bone that will act as the parent is active in edit-mode of the armature, and the child object, the weapon, is the active object. You don't really need the bone to be active. What you need is the bone name. I simply get the active bone to use its name later.

Okay, I’m going to proceed with attaching an empty to the bone, if there’s a complete script to parent to empty to bone and parent “axe” to empty, that would be cool.  I discovered some other things related to matrix multiplication that I’m working on with simple examples.

@JohnCarlson, I edited my answer. I added a section with comments on your current code and a section answering your last question in the comments.

I’ll get back to this eventually.  Right now, I’m using empties instead of bones, and the animation has been off.  So there’s more fundamental things going on.  I hope to provide both a bone solution and a non-bone solution.


text:
Rotate an object around its origin with an arbitrary (imported) global axis. Do it while keyframing. Do not rotate around root's origin
Can someone explain how to do this, rotate around an object's origin, not the root object, Rotate objects around their origin along a global axis (scripted) without bpy.ops but do it in terms of keyframing.  This involves importing keyframes (interpolators).

if you want an answer in python you should add the tag python to your question.


text:
Getting local coordinate (parented) axis_angle rotation keyframing working in Blender 4.1 Python
As the question says, I'm trying to get local coordinate (parented) axis angle rotation of objects working in keyframing with Blender 4.1 Python.  You may look at the io_scene_x3d import addon for reference, that's where this code mostly came from.  So far, I've only been able to rotate around a moving origin.  I want to animate something similar to bones, but not bones.  I'm not sure if there's another way to do it, but a friend has been encouraging me to do it without bones, so I'm just trying to animate a object and descendants in an object hierarchy with joints as transformed objects and various geometry/shape/mesh.  If there's no way to do this without bones, please tell me.  I am a blender noob, I don't use the GUI except for testing my import code.

def translateLocalOrientationInterpolator(node, action, ancestry, to_node):
    key = node.getFieldAsArray('key', 0, ancestry)
    keyValue = node.getFieldAsArray('keyValue', 4, ancestry)

    obj = to_node.blendObject
    obj.rotation_mode = 'AXIS_ANGLE'
    for time, (x, y, z, w) in zip(key, keyValue):
        obj.rotation_axis_angle = (w, x, y, z)
        obj.keyframe_insert(data_path="rotation_axis_angle", frame=time * PREF_TIME_MULT)

Here's another attempt:
def translateLocalOrientationInterpolator(node, action, ancestry, to_node):
    key = node.getFieldAsArray('key', 0, ancestry)
    keyValue = node.getFieldAsArray('keyValue', 4, ancestry)

    obj = to_node.blendObject
    obj.rotation_mode = 'AXIS_ANGLE'
    for time, (x, y, z, w) in zip(key, keyValue):
        obj.rotation_axis_angle = (w, x, y, z)

        parent_matrix = obj.parent.matrix_world
        parent_matrix_inv = parent_matrix.inverted()

        child_matrix = Matrix.Rotation(w, 4, (x, y, z))
        child_matrix = parent_matrix @ child_matrix @ parent_matrix_inv
        obj.matrix_world = child_matrix

        obj.keyframe_insert(data_path="rotation_axis_angle", frame=time * PREF_TIME_MULT)

Note that I've tried to animate this with bones, but I require that several levels of hierarchy be attached below bones (feature points/sites/landmarks/geometry/mesh/shapes).

Is it possible I need to use euler angles or quaternions to get a local rotation?  I think I have plenty of empties.


text:
Filling holes with original geometry patches after heavy alterations
(Updated to be more concise and clear, I hope)
I'm working on a project where I've used a series of Geometry Nodes operations to significantly alter a base mesh. These operations have resulted in the creation of holes in the mesh, which I want to fill using the unchanged parts from the original geometry. Watch the screenshot:

An example original base mesh is on the left.
After applying various (irrelevant for the question, and you should really not look at them) Geometry Nodes operations, some faces are deleted, and the rest of the mesh is heavily modified, as you can see on the model on the center.
I want to restore patches of the original mesh where they are missing in the altered mesh, as in the model on the right.
If you can do this without using any information from the (simulated) red group, you have won the challenge.

(Using Blender 3.6.12)
This proposal is based on a Raycast node, set in Face domain, from the "original" object onto the "altered" object. The Source Position is the "original" face centre slightly offset outward along the face normal to accommodate changes. If an "original" face is in front of a hole, the Ray Length is exceeding some value (find by trial and error for this demonstration). Consequently, the Is Hit socket is returning False. Otherwise, it is returning True and the associated face is deleted. Only faces in front of a hole remain and are merged with the "altered" geometry.

This figure shows the achieved results.

This figure shows the "altered" geometry the GeometryNodes modifier is attached to.

This figure shows the faces with a Hit Distance greater than the threshold set as Ray Length.
Resources:

Congratulations, I tried it extensively for my use case, and it worked! Can you satisfy my curiosity and explain to me why you repeated the word "haltered" several times in quotation marks? Is it a quote or a joke that I'm missing?

Sorry for haltered instead of altered. My bad with misspelling, I did not known what haltered means until 5 minutes ago. I used quotation marks to oppose the geometry you are starting from (i.e. "original") and the one that you described as achieved by "a series of Geometry Nodes operations to significantly alter a base mesh".

In this case, you could split the geometry with Separate Geometry, process the two resulting geometries separately, and then join them again.
Something like this:

Depending on how you process the mesh further, you could also use the Merge by Distance node at the end to merge the points again.

Hi quellenform thanks for answering. My question is not really clear sadly and maybe this is also a strange question. I tried to convey the fact that after those processes I get those holes in the mesh, without a defined prior selection I can use, as you show in your example. I need to find the patches from the original meshes using only the knowledge of where the holes are located in the modified mesh.

@crucchi Do you also change the number of points, or do you just add new edges and move the existing points?

I change points, make new edges... but not on the holes boundary. They match perfectly

@crucchi Sorry, just to clarify again: Are you adding new points or changing (the position of) the points?

Thanks for your patience. Yes, even if on the example is not visible, on the "white" part of the mesh the processes add new points, edges and faces based on several rules, not every single point is changed/removed, but mostly. But, on the boundaries of the holes, vertices are in the same position and number as it is on the start

@crucchi OK, then it would be really helpful if you could share your blend file (not just an example), because in this case it's a bit more specific. If you only know where the boundary line is and the points/faces no longer match in terms of index and position, then you don't know whether you have to insert the left or right part of the original object.

I have updated my question, maybe now my requirements are more clear. It is a good simulation of my problem now, without using any information from the red area it is possible to take and apply the patches and fill the holes? Before I have simplified it a little too much and my intent was not obvious.


text:
Can I minimize inputs inside menu switches?
hey I'm trying to make my node groups simpler by hiding values on default.
this video shows what i mean.
is this possible?
thanks for any help

i found something close enough to help me sort out my nodes. its called panels.
you can minimise them and maximise them to hide sockets so its not automatic but close enough for now


text:
How can i make other parts of a model move during animation while the main body have physics?
Here is my situation: i have character that is a sphere (body) with another sphere inside (brain) and the surface of the body there are two discs (eyes) and another one (mouth).
The rig start from the center (body_bone) from there i extrude 4 more bones.

The physics should be apply only on the body but the other parts still need to follow the movement (example a jump: the physics will apply on the main body but the other parts will still follow the movement up and down of the jump).
The problem is that when i creat an animation the parts follow the movement of the animation but the main body don't.
Here is screen of my hierarchy

How can i fix it? If there is a need for more image or information i will add more.
here is the link to the file

what does it give if you parent the armature to the body?

no change when I run the animation, the children do not move with the parent. I mean it does kinda follow the animation up and down but it's all desynch. Like the main bone and it's children with the objects follow the animation but the main sphere do what it want kinda. but if don't use any physics it works fine

please share your file: https://blend-exchange.com/

You did not mention which physical simulation you are using. Are you using both Cloth and Soft Body at the same time? (see outliner, last screenshot) - Have you tried vertex parent or object parent?

yes both. the cloth was the closest to the effect that i wanted  but i wanted some jiggle that soft body gave me. yes i have tried both

@moonboots i added the file

So i'm not sure that parenting the armature to a soft body would work but you could try to parent to 3 of its vertices: Select the armature, shift select the body, switch to Edit mode, select 3 vertices and Ctrl P > Parent to Vertex

doesn't work if i click the armature first and then shift select the body in edit mode goes the armature i can't select vertex. If i do the inverse there is a loop in the parenting.

In Object mode, unparent the body object (AltP > Clear Parent), choose either Cloth or Soft Body (if you choose Cloth disable the Pressure option, if you choose Soft Body disable the Goal option), close the armature action in the Dope Sheet, select your armature, shift select your body object, switch to Edit mode, select 3 of its vertices and CtrlP > Make Vertex Parent:


text:
System is out of GPU memory Blender
For easy projects, with some lights/shadows to none, some textures with maximum 4k or even 8k if there are not too many objects, rendering in Cycles, Experimental, GPU Compute, Noise Threshold set to 0.05, Samples to 256, Denoise ON, Min Samples 0 and Time Limit 0, everything works perfectly and fast.
But, I am working on a bit bigger project now. There is a room, with different lights (lamp, PC, HDRI from outside, white light (moon) from outside, some textures have also Emissions, and a fire plugin) I can't even render with 12 Samples, Denoise OFF, Noise Threshold OFF and still I get "System is out of GPU memory", I can't render anything and I don't know what to do.
I am using NVDIA Geforce RTX 4090, OptiX in system settings in blender, with the CPU turned off and only the GPU turned ON. I am writing this here because I don't think the problem is at my pc, but something else.
Thank you!
I tried to modify the settings of rendering, lower resolutions also for some textures but still same erros. I know I can do even more and lower my textures and lights a lot, but that will ruin the aspect of my project and I do not want that.
How can I solve it so I can render at least an image?

Hi. Do you have a question we can answer?

Yes, any methods to solve this issue? So i can render at least an image?

I am afraid the answer would be: make your project smaller so it fits into the memory. Now that's not very meaningful, but what else can be suggested without knowing anything about the project?  There is Simplify tab in Render settings that might help...

If the image resolution is high, the rendered image needs to be stored in memory as well and can take a lot of it, so rendering with tiles may help.

CUDA will allow shared memory pool, it will render slower, but it likely WILL render

I solved it somehow. Lowering the resolution, sample and noise threshold did not work. At some frames of the animation, the Simplify checked ON with 2048-4096 resolution worked, but not on all frames. At some frames from the animation, with lots of lights, objects etc it did't worked with Simplify turned on and with a decent resolution.
I solved it finally by moving from GPU to CPU. I am not running out of memory anymore, I kept my original render settings, but of course, the rendering time is very very slow. But this is how I solved it

The memory consumption was around 25 gb. My GPU has 8GB and, of course, GPU ran out of memory. Switching on CPU which uses the RAM where I have 32gb did the job, but very very slowly, almost 3 days of rendering.
                               (Small correction at *Lowering the resolution, sample and noise threshold

*Lowering the resolution, sample and rising noise threshold, unchecking Denoise)

Using tiles to divide frames in smaller chunks might help fitting in the memory too.

maybe try using decimate modifier on objects that might be having too many faces and vertices because of subdivision surface modifier applied to them to the point that it is acceptable in your render as well as in the animation


text:
OpenStreetMap export
When I try to export from OpenStreetMap.org I get a file in this format: map.osm.xml and blender requires that the file to be a .osm file. I've tried just removing the .xml but it doesn't work. In Wiki it says thi "The XML data can be saved to a .osm file and filtered." Anybody know how to do this?

This question already has an anwser here.

Sorry, not quite. I don't want to use Geofabrik and I don't want to convert .osm to .xml. I want to use OpenStreetMap and convert and filter the map.osm.xml file it outputs so blender will import the map.osm file. Thanks.

I was recently exporting .osm file from there and everything was fine. Here are steps I made and what was it's outcome:

Those are the steps I use, but I don't get the pop up screen that you get titled "Opening map.osm." And I notice you are using Firefox as your browser. Are you using a PC or Mac product? I use Safari. Could that be the problem?

My PC runs on Ubuntu and Yes, it's Firefox. Maybe You should try Firefox too. At this moment I have no idea what can cause the difference in file extension so probably it's worth trying.

Yep, that was it. I ran firefox and it worked fine. :0

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


text:
ClothFX animation not working
I'm not familiar with animation, so I'm betting it's something simple. I'm trying to do a simple cloth collision with ClothFx Haddon and it animates fine with the timeline, but will not render. I've searched and the only two things I've found that could cause this is either a subsurf modifier that has not been applied or the subsurf modifier not below the cloth modifier. I tried both of those and they didn't work; the trigger still goes right through the cloth. Any help would be appreciated.  http://pasteall.org/blend/index.php?id=44687
thanks...

Images showing your cloth and modifier settings would be useful. Also, files uploaded to pasteall are removed after a while, so your question won't have much information in it for future readers to go by. Consider using Blend-Exchange instead.

Does it have a solidify modifier? is the cloth solid?

yes, I applied a solidify modifier.

here is the file I uploaded to Blender-Exchange

Make sure you have your modifiers in the correct order. Had someone help me figure out this order that worked for us.

The solution above is NOT working for me. Im using ClothFX v2 and the right order of the modifiers to get them rendered is as follows:

So don't forget to order them BEFORE baking and remember, this works with the VERSION 2 of ClothFX!

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


text:
How to retrieve missing vertices from STL file
I was coloring my object A and found this piece in blue has large area of missing vertices

I still have the original STL file

My plan was to segment those missing vertices from original uncolored object (call it B) and paste back (or merge) to A. I import the STL file to my project, I can do Shift+D to duplicate, but they are on separate objects/canvas, there seems to be no "paste" and Ctrl+j won't work...
Please help me to recover those vertices. Thanks!

Verify that you have not restricted painting to certain faces.  Blender has elaborate tools for restricting access.  Face Selection

Verify you have not hidden vertices with the letter H.  See the Blender Menus to Hide and Unhide.  This is in Edit Mode.
Inspect a render to see if vertices are missing

After the above steps consider joining.

Be in object mode.
Make sure you select both objects, then join.
Join of two or more [selected] mesh objects in [object mode] works.

Selection in Object Mode.  Select Multiple Objects

Shift Click.
Letter B to rectangle select.
Letter C to select by the centers of objects.

I you have not invested too much time in painting consider starting fresh with the correct STL file. (Delete the damaged mesh) Maybe your painting skills are faster than vertex joining skills.
Joining the vertices in recovery mode seems a challenge.  Blender has many vertex fill tools.

I ended up starting a new filling task on a blank STL. Your solution will be helpful as my project goes on. Thank you.


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How to fill a mesh with solid color
Given a 3D model, I want to define different regions and fill each region with solid color (to distinguish)
Is there an easy way to do it?
My current solution is to first select faces under edit mode, then switch to vertex paint mode and paint use a brush. I changed some properties of the brush(large radius, reduce edge softness) but I can't make regions in solid color as I expected..
Please Help.

You can create multiple materials for the object in the materials tab of the properties panel.  Then, on edit mode, use the assign buttons in the materials tab to give the selected faces the selected material.  By default all faces are assigned the first material you create.

Note: the rendering properties of a material can be found in the surface rollout.  But materials, by default, have a gray viewport color, this can be changed for each material at the bottom of the material's settings.

Once you know, its super easy...
I came across this feature by just playing and testing things with Blender.
First you go in to the materials tab, as shown below.

Now you will see this. Press new to create a "material":

The next screen that comes up should look like this:

Click "Base Color" (if you don't know where that is my mouse is hovering over it)
Now this menu will pop-up:

Use the color picker or RGB/Hex/HSV values to choose.
NOTE:
If you want to see the texture before the rendering, change the mode to material mode like this:

Works fine tested on 2.93.2!
Hope I help :D

For continuous gradient elaborate color such as the colors of a flower then consider texture mapping.  You can paint or paste on the flat map or paint a texture in 3D.
Videos exist for these techniques.  UV Unwrap and then texture paint.
If you want say solid stripes on a cylinder PG has already given a good answer.
Vertex Color must have the context set correctly to work.  I suspect people rarely use it.  There are videos for that topic as well.

I like this idea too. I choose set vertex color under vertex paint mode, and the result can be exported to ply format easily. Thank you!


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Cycles: Shadeless "Shadow-catcher" Material for Rendering onto Footage
I am superimposing CGI over video footage, and have run into a problem in making materials for objects that act as 'shadow catchers'.
Essentially I want a shader that is shadeless—like an emitter—but catches shadows and light from other objects. This is so I can reconstruct objects in footage so other objects in the scene interact convincingly with them.
Here's an overcomplicated diagram to illustrate my point:

(In this particular scenario, the problem could be glossed over by using RGB curves, but that is definitely not the case with more complicated scenes)
Isn't this a common situation? How to the real guys do it? Thank you.
(I am welcome suggestions of other ways of doing this.)

Yep, this is one of those features that's been on the wanted list for a while. It'll be added sometime, hopefully in the near future.. (though AFAIK no one is currently working on it).

@gandalf3 Well, now  there is someone working on it. See https://developer.blender.org/D1788

Related: https://blender.stackexchange.com/q/518/28015

Note: this solution may not work for everyone...you give up some control because changing the appearance of the shadow can only be done in the compositor AFAIK. See the end of my answer for more details.

There is a simpler way to build a basic shadow catcher now, thanks to Blender 2.78c. There is no longer even a need for a material, just enable "Shadow Catcher" in the Cycles Settings panel in the shadow catcher plane's object settings.

For more advanced tweaking of the new shadow catcher, you can add a material to the plane as detailed in this article:
https://cgjam.net/how-to-use-the-shadow-catcher-in-cycles-2-79/
See here for more info, or the section in the Blender manual here.

This image literally took less than ten minutes to make thanks to this free model by MAC2001, this free model by hasapeta, Greg Zaal's amazing, free HDRIs, and this new Blender feature.

This solution is not easily adjusted, however, as Jeroslav notes in the comments:

Unfortunately this method is very limited and will provide only black shadows, no color bleed...For someone it may work, but this does not produce correct result in general.

You can actually get somewhat more control over this shadow method by putting the shadow catcher on its own render layer and playing with it in the compositor. In this case, I put the shadow catcher on a different layer that had the layers that my cars were on as a mask layer. Enable the environment pass for one of the layers so you can get the HDRI in the compositor.
Here is a possible compositor node setup (note that I just made this so that it looks right to me, this is not technically "correct"). In this case, I gave the lefthand value of the compositor a slightly bluish tint as well as making it brighter (of course) to change the shadow color.

Result:

Unfortunately this method is very limited and will provide only black shadows, no color bleed. You should also include the negatives in the answer so it does not seem equivalent. For someone it may work, but this does not produce correct result in general.

@JaroslavJerrynoNovotny I've played around with it some more and edited my answer...

Divide objects into 2 scene layers, move actors (Suzanne) onto layer 1, move backgrounds onto second layer, place lights into both of them.
Setup 3 render layers - First for layer 1, second for layer 2 and third for layer 2 with layer 1 excluded:

Render it with transparent bacgrounds, it will produce results like this:

In compositor divide render layer 2 (BG_With_Shadow) with 3 (BG_Clean) - you now have a shadow to multiply over your backdrop and layer 1 to composite into backdrop:

Instead of the Subtract node, I recommend the Divide Node. The goal is to multiply the result with any image: So bg_with_shadow needs to be divided by bg_clean to get the factor, bg_clean needs to be multiplied with to get the bg_with_shadow version.

@RandomCitizen Yep you are right. Divide is not only recommended it is needed, the subtract-invert math is wrong. Thanks for pointing this out.

I tried this, and instead of getting white I got gray. The solution was using Default view in color management. I suspect the log color of filmic is to blame, but I don't know enough to have filmic and true shadow catching for now.
Edit: I was using photoshop to composite the shadow and object (for a class)
and was noting that the grey was affecting the whole image from a multiplication blending perspective. The visual grey was indeed grey to photoshop. Using EXR's solved my problem and I was able to use filmic.

One little idea: use built-in camera tracking. Then scene will be prepared for you by Blender. This is, I think, the simplest way. Maybe it won't work in your case, I don't know!
Camera tracking in blender has the ability to set up the scene. Then it writes everything you need into the composer, and just by creating the ground plane and extruding it, you should receive the result of shadow catcher. Basically,  the ground plane in camera tracking is the shadow catcher.


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Import Blender curve simulation into Maya
I made a simulation in Blender. My end result are moving curves. I would like to export them to Maya.
I tried all the formats (.abc, .fbx, etc.) and each time I got nothing once I import them into Maya, apart from an invisible geo file.

I have no Maya, but I'm quite sure it does not "understand" Geometry Nodes, the same goes for ABC or FBX files. To somehow export the result of the Geometry Nodes modifier, it has to be applied. Applying it though will not work, first of all it would not be an animated object but static as it was on the frame on which you applied the modifier, however applying will not work anyway with this nodetree because the Geometry Nodes modifier will only give mesh geometry as output when applied, but you are generating curves (so you could actually delete the Mesh to Curve node to apply it).

the simple answer: you can't because Maya doesn't understand geometry nodes and geometry nodes cannot be exported (yet). Your goal should be to "change" your geometry node modifier into a mesh and export that. I would try it with a python script. Or the tedious way: you apply the gn modifier for each frame  and store the result and make that visible/invisible (which is lots of work)


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Appearance of reflection of Point Light
I've been using Point Lights to give light to some candles.
But how do I get the reflections in the window to appear better/nicer using Cycles? They're just yellow blobs as you can see:

Well, you could decrease the radius, but in the meantime if you’re using cycles, why not just use volumetric fire to emit light realistically?

Isn't volumetric fire a bit too much effort for this scene especially when it should be a still image maybe and no animation? I definitely agree on decreasing the radius. Why not model a small simple flame and give it an emission shader? Then maybe disable shadow visibility so it doesn't block the point light. Or delete the point lights and use the flame's emission.

The easiest way to fix this would be to decrease the radius of the point light through the point light settings

This will make that yellow blob pretty much disappear but if you want it to look like its actually fire, you have to give an emission shader to the fire


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Why is Blender slowing down?
This is something I have never witnessed with any software before.
When I open Blender it works properly; I click on an object, vertex, etc., and it lights up immediately.
But after about half an hour of work it can take up to a full second before it lights up, and commands start to yield awkward results.
After an hour it can take up to 5 seconds before a clicked item lights up, and commands are yielding weirder results.
My processor is not being taxed in any way, nor is my memory.
I close the software and reopen it and everything works fine again. But after half an hour it slows down again.
Is this programmed in the free version to annoy people who can't pay for the pro version? Because I can't find any logical reason why the software slows down through time during usage.
Could anyone explain this?

What Pro version?

There's no Pro Version.

The first thing that comes to mind is that Blender might get bogged down by the number of steps you have performed which it stores in RAM, in order for you to Undo your actions.
The default value for this is 32 steps, and you can change this in your Preferences:

As you can see, you can also set a memory limit to these steps.
There is no paid or pro version of Blender. There is no bad programming to pester people who don't pay for this software, there is no planned obsolescence - it's free and open source.

Thanks for the reply but i doubt that would be the case. I set it at 64 steps and left undo memory at unlimited (0)for safety and i have more than enough memory to handle that. I worked with other 3d animation software (3Dmax, maya, even rhino) and never had that problem. (To those you were vexed by me asking about pro version, don't be so shocked most software have free version filled with flaws and bugs).

You doubt that would be the case, but have you tried it? It might be related to the actual problem. Try setting it at 8 Undo Steps or something, and just manually save often, just to see if that helps.

I moved it to 64 in the hopes that it would stop doing that, but it didn't change a thing.plus due to my inexperience i make many mistakes that sometimes requires me to retrace my steps back a lot. And saving under a different name every 9th steps would be tedious. Plus i can't see any hardware or software reasons for such a thing to happen. Not even half of my ram is occupied, only one of the core is being used but barely. And i can't see how the amounts of undo steps would cause the software to become sluggish with time. Other software don't so why would blender. Must be something else.


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How do I change the count of an array?
I used to be able to change the count - which I set to 30 - and I wanted to change it to 12, but I don't see an option for it anymore:

if you already applied your modifier, you cannot change it afterwards. As long as you don't apply the modifier you can change it.
e.g.:
green: not applied modifier
red : applied modifier


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Achieving complex objects without sculpting
I am following a tutorial video titled Fantasy Elven House - Speed Modeling In Blender, but since a couple of days I've been stuck at 5:05.
I understand that he is using Mirror and Subdivision modifiers, but how is he doing that? Does he Extrude? And if he does, how? How he is able to achieve fluid manipulation with objects using Extrude?
When I tried to do the same thing with the Extrude tool I do not get that control over my object, and my shape looks unnatural.
And although the keys he uses are displayed, I still can't figure it out.

He's extruding, either with E or select an edge and CtrlAltright click (Extrude to 3D Cursor):

Yes this is it, although it only works with ctrl + r click ,i guess rest of it is just practice ,Thanks for answer ,it really helped :)


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How can I hide a light source while keeping the light?
I have made a Blender animation, but when the viewpoint is rendered I still can see the light sources and all the persons that have the same problem don't use normal lights but objects transformed into emitters.

Do you mean the image you posted is a render, or are you using the Rendered Shading? In case of the latter, that is normal. If you press F12, and let it render, are the sources still visible?

for an unknown reason it didn't work and the lights were visible as in the image(it is a rendered image) but when i tried after a pause , it works as intended .                                          a big thanks to MR or MS @Joachim who helped me

If you do a Viewport Render Image instead of a Render Image, you'll see all the gizmos, empties, grid, and so on, unless you deactivate the Show Overlays option:


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How to fix? Color gets messed up when posing

I'm a blender noob, idk why this happens, how do I fix it?

Hello, hard to guess where it is messing up, maybe explain more in detail and share your file? https://blend-exchange.com/

Sorry, here's the before picture, how do i share my file?

Use a platform like the one i've linked or workupload etc

You probably have overlapping faces, try to select all in Edit mode and M > Merge by Distance, if it's not the case, share your file

Here it is:

Merging it by distance turns all of it into one color

You have overlapping faces, sometimes 3 layers, for example if you select all the faces that have the skin material you'll see the whole body is skin colored, it is hidden behind the clothes:

I don't think that there's any easy way to fix it, the simplest is probably to keep a copy of your object as model, then select all in Edit mode, and merge: M > Merge by Distance, then use the copy as reference to reassign the correct material:


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poliigon texture is not showing
So I am new to blender, I want to create a flower to show on my web page. I imported a model from the poliigon, and also a texture. The problem is, the texture / colors are not visible when exported, although when rendered in blender, they are. Why is that?
Here is how it looks in blender:

and this is how it looks in 3d viewer:

why is this happening?
**EDIT **
this is how the shading part looks for the upper part of the flower:

Also, I found that if i change just the basecolor:
it looks like this:

No, this is not about the object mode or the viewport shading. To sum up, in blender I can see the textures and materials on objects, but if I export them, they are not visible, only the model is

Hello please show your material, it may not work if exported if it's not compatible with another app

https://www.poliigon.com/model/plant-orchid-001/5294  this is the model I am importing, but I first noticed this problem while trying to put this material:
https://www.poliigon.com/texture/dirt-window-stains-005/1923
onto a sphere, the sphere had no texture at all, only the sphere model was being exported

texturing - .fbx export why there are no materials or textures

Basically, your issue is not in Blender, but in a different application ?

Basically, my issue is that I do not really understand what is happening. I am not talking about another application, I am talking about the export of the file. I want to understand what is actually happening, and why the textures are not shown. I'm now reading from the link @JohnEason has provided

Make sure to check that application use of the textures, probably the way the names are written is not the correct way, every App uses different ways to manage textures, because of that, make sure to check that they are all connected or added to the correct area to show them

@Emir Read through the BSE link I provided which explains exactly why textures using any node except the Principled BSDF one can't be exported!

@JohnEason as you can see in my question, the texture is linked to a Principled BSDF node. Isn't that what you mean? Or what are you saying is that only the Principled BSDF will be exported?

Blender Nodes and any procedural textures made with the nodes are proprietary. you can't export the nodes, the only two ways (as far as i know, maybe there are more ways) that i know to export procedural materials is to UV unwrap your mesh and Bake the materials or using a cycles pluggin/bridge available for that application.

@DragosPolifronie As that answer I linked to says, the Principled BSDF node is the only one that can be exported. Any other nodes (which include nodes linked to it)  will not be exported because the export file formats don't have the means to export them. The applications they're being imported into wouldn't understand Blender's node system anyway.

@JohnEason that makes sense, what I don't understand in fact is, why, for example, the node that gives the color, is exported? Like if I get the COLOR part from a texture imported from poliigon, and link that to the Principled BSDF color, the color is, indeed exported together with the model, making it visible in other applications ( default windows 3D viewer for example )

@DragosPolifronie I don't know the technical details I'm afraid.

If you're exporting to .gltf or .glb, there's a detailed document on which inputs to Principled BSDF the exporter can convert into glTF materials: https://docs.blender.org/manual/en/latest/addons/import_export/scene_gltf2.html. In general, it's one texture per socket.


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Edges showing up in normal map
I'm looking for help on rendering normals. I've rendered out normals without issue before, but something seems to be off now. Here's an image showing the problem.

I'd expect there to be nothing on the baked normal map but just a circular indentation where the Hipoly differs from the Lowpoly. However I'm getting these lines across the map resulting in odd shading on the final image.
I've averaged the normals of both models, set to smooth shading, and applied all transforms. Color Space is set to Non-Color on the image node. I've tried baking both through Blenders bake process and using Textools with similar results.
Here is a sample blend file
Thanks for any help!

For both objects: 1, Object Data Properties Tab > Geometry Data > Clear Custom Split Normals. 2, set Auto Smooth angle to 180°.For baking: Cycles,  Bake panel > Bake Type=Normal, enable Selection to Active,  Extrusion distance set to 0.01.  Then with image texture to bake to Active hit the Bake button.

Hi, @3fingeredfrog .. I think you've given a more accurate answer than I was about to.. If you have a moment, could you post it as one, with a brief explanation of why it works?

Sorry Robin, I would have liked to have answered with screen shots but because of bad weather here we have lost our internet connection and so only able to use phone therefor only able to comment. Perhaps you could give the answer ?

I wonder why the current split normals mess up the baking though?

Thank you @3fingeredfrog!  Clearing Custom Split Normals worked.


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Access 3D world coordinate of specific 2D pixel coordinate in a mapped texture
I have a 2D image texture mapped to a 3D mesh.
I have a known location in pixel coordinates in the image (eg. 50 pixels right and 27 pixels down from the top left corner).
I want to programmatically position a 3D object 'at' that pixel location.
How do I access the required information inside of Blender?
I know blender is looking this information up internally when it looks up what colour to shade a pixel in the viewport or render, but I want to be able to access it from Python inside of blender.
A bit more background - I have image textures that have been through image recognition software. The results are known locations of interest in image space, and I'd like to point a camera at these locations.
An approach I've considered - in the case of a square, flat plane I could easily obtain the position data of the 4 corner vertices. From there, I could interpolate to a 3D point in space that matches any known pixel location. But, that is UVW mapping and gets more complicated for non-square, non-flat things. Since Blender is already doing that hard work, I'd like to piggy-back.
Any ideas of where to start?
Cheers.

Sample UV Surface does that and there is a way to set camera track to constraint via geometry nodes attributes. Or you are looking for Python script solution? Please give an example of what exactly your process is.

Thank you, I will play with Sample UV Surface. But, yes, really I'm looking for a Python solution. The exact situation is an open 3D book on a table in a Blender scene. I'd like  to scan the camera across the AI identified points of interest in the images where they are mapped onto the pages. This is a pretty simple case, so I can get away with the hack described above if I need to.

In that case you can use Sample UV Surface - set up Geo Node Modifier on a vertex to land on a point of interest on the book where the specific UV coordinate is and track it's location with a Camera. For the latter I recommend watching Erindale's explainer video here: https://www.youtube.com/watch?v=h4BTgkdHd30

There is a thread in Blenderartists discussing the problem with Python script solution. It is not working straight away for the current Blender version (3.6), but can be fixed with a few changes. Here is the thread: https://blenderartists.org/t/get-3d-location-of-mesh-surface-point-from-uv-parameter/649486/9 Let me know if you need help with any of the above approaches.

Thanks again. In the end I've gone with the scaling method I described above for simplicity. If I later need to track items while the pages turn and deform I will try again with the links you provided!

I am glad it works. If you need assistance with Python solution I am sure they will update it to new version if requested. Or get back here to solve it together.


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Transparency using layer weight and colorRamp
I am trying to create a colorful light beam similar to a laser (with a gradient in the middle) using ColorRamp, Mix Shader and Layer Weight.

I would like to make this beam as much as possible transparent so that it is still possible to clearly see the structure below, but I would like to keep this nice gradient of the light and the Glare effect I have added in Compositing.
I have already added a Transparent BSDF node and tried with the Math node with division, but the problem is that - when I add it after the ColorRamp - all the alpha values are divided accordingly and I loose this gradient effect in the final rendered image.

maybe try my answer here? https://blender.stackexchange.com/questions/227887/how-can-i-make-cone-look-more-like-light

Hello, thanks for the suggestions, but if you look at my screenshot I am already doing that.

have you given a Subdivision Surface to your object and shaded smooth?

Now I have done this both on the cone and on the cube and the gradient has become much more focused in the middle rather than along the length of the beam. The problem is also that - if I want to see the Glare effect - the Emission strength has to be very high but this masks almost completely the shape of the object in the beam

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


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How do I save my rendered animation as a video/gif?
Blender is only giving me the option to save as an image, it took a long time to render, so I hope to god I don't have to do it again, but if I do, so be it. I tried looking it up and found nothing.
This is a picture of what I see:

If a series of images has been rendered, you will find them in the folder where Blender saves its renders, which is C:\tmp by default (check the path under 'Output' in the Output Properties tab, shown below, to check what your current output folder is).
It could be you only rendered frame 120, as that's the current frame showing in your Render Result: maybe you hit 'Play' to check your animation, and started rendering using F12 (Render Image) once the animation got to frame 120.
If you go the Output Properties window in Blender, you'll find options, under 'Output', to save as file formats other than .PNG, such as .JPEG, .BMP, or video formats such as .AVI and .MPEG:

Be sure to set the 'Frame Start' and 'End' to the sequence of frames that contain your animation.
Use Ctrl+F12 to render an animation.
Just like you can convert the series of images it might have created into a video file, you can convert it to a .GIF file afterwards.

The fact that the Image Editor shows frame 120 doesn't mean that she only rendered frame 120, because it always shows the last rendered image. Instead, unless she already was on frame 120 when starting to render, the number is a good indication that she might have rendered the complete sequence. My answer came a little later than yours (I'm just too slow for BSE  :D ), if there is anything worth adding to yours, take it... I might delete mine afterwards.

As an extra info on this question, saving your render as independent images is a must (as previously stated), but afterwards you can download Screen to Gif an this software can convert images to gifs.
It is free, though you can donate.


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Right-click menu not opening
I worked with Autodesk for 5 years and am now switching to Blender.
I changed a whole bunch of shortcuts for my keyboard and now, after I changed everything, I cannot open the right-click menu (the context menu) anymore when right clicking (even though I didn’t even change the right click shortcuts).
Usually it opened different menus depending on whether I’m in Object Mode or Edit Mode, but currently I can’t open any of the menus anymore.
How can I rebind those menus again so they show up?
Setting my keybindings to factory setting is not an option because I really need the Maya muscle memory shortcuts.
Any ideas?

Have you tried Edit > Keymap > Searching "Object Context Menu" (make sure "Name" is selected instead of "Key-Binding"). After that, you should be able to change that specific keybind.


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Is there a (PDF) manual for geometry nodes?
I am looking for a manual of sorts. The Blender one only gives the name of the nodes, but not much info as to their functions or examples of their use.
Tutorials are great, but very few explain the use of each node and how it functions in the tree.
I hope this makes sense and someone can point me in the correct direction. I would love to be able to get as comfortable with the nodes functions as Erindale. That's what I'm looking for: the information that he has in his head about each node; it's like he has a sheet with all the information.

There is one by Thijs Manders (YT channel "MTR Animation") on Gumroad, it is around 200 pages, but it also costs a bit. I really like his YT tutorials, but for me personally I don't think a PDF on the nodes would be very useful. First of all Geometry Nodes is evolving so rapidly, always new nodes in each release, and the other things is - understanding the functionality is one thing, but knowing what interesting things you can do with it something else. I prefer tutorials where people create amazing stuff with nodes which you might not even think of just by knowing what their function is.

Apart from that, I think Erindale teaches himself a lot by just using the nodes and testing what he can do with them. Learning by doing so that you understand and know by heart what a node is for is the key here - I doubt he gets everthing "in his head" by reading a manual about it. A general understanding of maths also helps by creating stuff with nodes, at least the more awesome things that some people show in their tutorials. And finally, this question is more or less off-topic here, since this site aims to answer specific problems while working with Blender, not advice on resources.


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Water is stuck on walls during simulation
I tried to create a water simulation (pouring water in glass) in Blender 2.82, and the water is almost stuck on the wall of the glass, and only very slowly going down.
See the blue particles in the picture below:

Go to the Liquid menu. Check Fractional Obstacles, and drag that value all the way up to 1.
The reason this is happening is that the fluid simulator is actually based upon lots of 3D "cells". The cup, in a fluid simulation point of view, is basically a lot of obstacle cubes stacked together. The size of these cubes is determined by the fluid resolution. This causes a stair-stepping effect like the one you are seeing, where the liquid stands on a seemingly sloped surface.
By using the Fraction Obstacles feature, it is telling the fluid simulator to make the cell representation of an obstacle more like the original mesh by smoothing it out.

Try to increase the time-steps maximum to around 16 for a good movement calculation and Enable diffusion in the same menu below Liquid property you can change the diffusion to water to make it more water like movement.


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How can I render only one object but still have the rest affecting it?
Is there any way in Blender to render only one object from a large scene but still have the rest of the objects affecting it ?
I need to change the material on a small piece but I don't want to render the rest of the scene again.

It is not going to be perfect, but you can render an HDR from from the object in questions point of view. see https://www.creativeshrimp.com/hdr-lighting-in-blender-part-6.html

You can toggle object visibility at render:

Or play for each object with Cycles settings (here in 2.79):

[EDIT]
You can also render just a portion of the screen (CTRL-B on 2.79, then draw the box around your object) which can work mostly if your object doesn't move much in an animation.
For batching Cycles settings, I guess a python script would work, but that's above my current paygrade.
You can probably find an easy way to run through the objects list and set cycles_visibility.diffuse, cycles_visibility.camera, etc.

the first option it will just render the one i want but not affected by the other object so that doesnt do it for me. The second i think is the one that i need....Is there a way to mess with ray visibility for the whole collective ?

So first I had misunderstood. I thought that by "affected" you meant physics and stuff, but you mean shadows, reflections, etc. I will update my answer.


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Making variations of a cyclic modified loop walk cycle
I am wondering how I could make a walk cycle with variations after using a cyclic modifier to repeat the cycle infinitely.
My cycle runs for 30 frames for a cycle which then repeats. However, I'd love to alternate it so that the hand and body moves slightly different with each time it loops. Is there a way to achieve this ?
Would I have to just copy all the frames, duplicate and shift them to say frame 60 for a new cycle and edit them that way ?

There are several solutions:

Duplicate the whole pose and make the changes you want all along the timeline.
Create one cycle for the desired bones, select these bones only and press ShiftE > Make Cyclic, only these bones will repeat the actions, you can keyframe the others the way you want (ShiftE > Clear Cyclic to disable, the Cycles modifier is visible in the Graph Editor).
Manage the actions in the NLA (Nonlinear Animation window): Create the walk cycle, push down into the NLA, create a new action for the other bones, push down in the NLA as well, the new action will play over the walk cycle strip. You can even make some variations on the walk cycle itself with the right settings (in the N panel of the NLA choose Blending > Combine).


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Why is the water not colliding with an obstacle?
The water goes through the obstacle, instead of bouncing or stopping right there. Would you know how to fix this? I tried to change the "fractional" part but there is no difference.

Here is the blend file :

It looks like it has to do with the resolution of your domain: Reduce the size of the domain as much as possible, increase its Resolution (here I've set it to 96), and the water will come much closer to the surface of the Effector (see the animated gif). If you absolutely want to keep a low resolution create an invisible Effector that you'll put lower in the domain?

Thank you moonboots


text:
Baking a wheel, the new texture did not bake the light
I am trying to bake a texture, but the image did not copy the light, would you know why?

The blend file :

There are two problems with how you have this bake setup, but both should cause issues much more significant than that it just didn't receive light.

The low poly intersects the high poly, and no amount of ray extusion is appropriate for the low poly you have created.  You need to use a cage.

The UV map has overlapping faces.

In addition to this, you didn't pack any texture images with the file, so I had to bake with a flat color.
When I fix these problems, the bake receives light just fine:

Thanks for the answer, but I don't understand. What is "using a cage" ? As for the overlapping faces, I did a "project from view" in order to go faster, is that what you mean?

@oath__ I would recommend looking at a few more normal baking tutorials.  Yes, a project from view unwrap is wholly inappropriate for any kind of texture bake.  For cages, I'd recommend starting by searching for "blender bake cage tutorial" someplace.