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How to create a blender object to be used in other blender objects
I am thinking of creating a number of 3D objects/models which will have a particular object/model in all of them,  for example a building which I will use in many other projects with different additions to it and so if I need to make a modification to the building (which is in many other projects) it will automatically flow through to all the other projects which will have that building in them (hope I have explained enough) rather than have to edit all the projects for a change to the building.
Is that possible and if so what is the procedure? I know that blender files can be appended and .fbx etc imported but not sure if it is possible what I have in mind.

If you go to File > Link (directly above Append), then you can also choose a file where the object to be linked is contained, find the Object directory and select the object, then click the Link button.
Now what might seem strange, different from Append where you get a full, independent copy of the object, the linked object cannot be moved, rotated or scaled. It stays where and as it is in the original file.
So, in order to place and rotate this object in the new scene where you want it, you have to press Shift+D to make a duplicate. This you can move, rotate, scale as you need it. But you cannot edit the mesh, change the materials etc., this has to be done in the original file.
Usually you use Alt+D for Duplicate Linked, if you want to keep duplicates linked to the original object, but that's only necessary if they are all in the same file. If you make duplicates of linked external objects, you can use the "normal" duplicate function.
Since the directly linked objects cannot be moved and not even be toggled invisible,  it's best to have them in a separate collection that you can Hide in Viewport (the "eye" symbol) or Exclude from Visible Layer (the checkbox).
To achieve that you either put them in a new collection in the scene where you use them after importing them, or by disabling Active Collection in the Link dialogue options which creates a new collection for them. Or you can put the original objects in their own collection in the original file and import the collection rather than single objects. But to use those objects separately, you have to disable  Instance Collection in the Link dialogue options.
EDIT: thanks to @moonboots, there is a function I wasn't aware of. Instead of hiding the linked object and duplicating it to have a moveable copy, you can simply select the linked object and choose Object > Relations > Make Proxy. This way you can move the linked object in the new scene without having to duplicate it.

Maybe you should precise that if you want to manipulate the linked object: Object > Relations > Make Proxy. You can also put it into a Collection then create a Collection Instance that can be maipulated. To modify it: Object > Relations > Make Local > Object & Data, but in that case it's not linked to the original anymore of course. I'm not sure about the shift D you're talking about?

Fairly complex but I understand what to do.   Yes the word  I couldn't think of in my initial question was LINK and if I had thought of the word I may have worked it out for myself.   Thanks again

@moonboots Oh, that Make Proxy is a good idea, I didn't know that since I'm not often using linked objects. Make Local is definitely not desired, because then he loses exactly that functionality he wants to preserve and could simply append an object. Shift+D, the normal Duplicate function, is actually making a linked duplicate if the duplicated object is externally linked. So it's like make proxy but keep the original linked file where it is. For completeness I'll add your proxy suggestion in the answer.

Yes, but Make Local is good to know if he ever wants to be able to change the object, it may happen. Shift D doesn't work for me, weird...

Yes, you're right about Make Local of course. Shift+D makes a duplicate and duplicates the link to the original file as well, that's why it was my workaround before knowing there was this proxy function. It's like a shortcut for Make Proxy and keeps the original.

You can use Collection Instances for this.
They can be linked into other projects, but edited only in the original file.

Create your building and put it into a collection named "Building"
Drag the file onto another project > Link > Collection > Building
Done

Oops, I was a second too slow. You should tell him what to do if he wants multiple objects to be moved separately in the new scene...

Maybe you should precise that if you want to manipulate the linked object: Object > Relations > Make Proxy?

Thanks Jachym. You often help me out.


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How can I reduce a collection to one node when using arrays
I have a model of a dock which includes the dock, building, bench, bike rack etc and also a row of tires along the edge of the dock made from a single tire and then applying an array modifier so that there are multiple tires along the edge of the dock. When I attempt to reduce the collection to a single node (select All, Ctrl J) the array disappear and I am left with a single tire. What do I need to do to overcome this?

this should not happen and i am pretty sure you making something more....Can u provide your blend file? this only happens if you did not apply your array modifier...

maybe there is another array modifier you did not apply?

Thanks Chris. Firstly I cannot remember how to attach a file. Secondly and most importantly I don't think I have ever 'applied' an array modifier. What I did was to import a model of a tire, select it, then select 'add modifier', then select array and then enter relevant values in the 'count' (fixed count), enter a constant offset value for X and that is all. Is there something else I need to do to apply it?

because you wrote "applying an array modifier" i thought you had done what i wrote in my answer. But it looks like you just added an array modifier.

When you Ctrl-J join meshes in a single object, they all acquire the modifiers of the active    (title) object. BTW, a quick way to apply all modifiers to an object is to Convert it to its own type.

To apply a modifier you have to press this little icon
and then choose apply. If you then tap CTRL J to join it should work.

You can provide your blend file by opening https://blend-exchange.com/ and then follow instructions.

Thanks. Not sure if I missed this step when I first learned about arrays from a video tutorial. I just tried what you advised above and yes that works.Thanks also for instructions on how to provide a blend file. Would you advise to also reduce a collection to a single node to help prevent unauthorised use of models you may choose to release as freeware?

I have no experience with releasing as freeware but yes, it would it make more difficult to „reuse“ your model by others. But not impossible. But just as an example: if the meshes are separated, it‘s just a few clicks to separate them as objects again…if they are overlapping - then it is more complicated. Honestly I have no idea how to prevent unauthorized use.

source: Stack Exchange

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

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How to move the origin and 3d cursor position to intersection of x,y,z axis
Somehow the location of the model I created has ended up in the work space above the global axis (where the x,y,z axis intersect).
How do I easily move my model using either the 3d cursor or origin position to the global axis?
I know I can move it manually but I prefer it to be exact rather than close to.
Thanks

Shift+S > "Cursor to world origin". - 2) Shift+S > "Selection to Cursor" (with object selected).

Thanks Chris.  I will add it to my 'little black book'. I don't know why I didn't find that with a search.

@JohnArnold or Shift+C to get cursor to wolrd origin. Or simply select your object and press Alt+G

Thanks.  I will also add that to my "little black book".

Another way of moving it exact instead of manually would be to enter 0, 0, 0 in the X, Y, Z location in the object's properties in the side panel (shortcut N). And if the 3D cursor is off the world's origin, you can enter 0, 0, 0 values for it, too.

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


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How to 'lock in' favourite 'panels'
Sorry if this has been asked before but I could not find a previously asked question which appeared to be the same.
I have 'lost' the 'transform' panel where the dimensions of a mesh object can be changed. Well its still there but everytime I restart Blender I have to 'drag' it out only to have it 'disappear' the next time O start Blender.   Also I thought that there was a shortcut key (T?) which would make it reappear which doesn't seem to work (and I tried shift T, Ctrl T as well as other keyboard keys. I also looked in the manual and in Youtube.
Here is an image with the transform panel displayed after I 'dragged' it out.

https://blender.stackexchange.com/questions/59150/what-is-the-right-term-properties-panel-or-shelf

I believe that’s called the 3D View Properties Panel. Regardless of the name, it appears when you press N.
In any case, I would go to menu File -> Defaults -> Save startup file.

Thanks. That must be the only key I did not press in an attempt to display the panel.  Lastly I assume that the panel display (option) gets stored with a model when you save model? I have noticed that if I open a previous project it displays the transform panel but if I start from scratch then the panel is not automatically displayed.

As @TheLabCat suggests, open Blender with the default cube, open the propeties panel with 'N' and save your startup file via the File > Defaults > Save Startup File menu. You can also set up things like the renderer that you use most frequently (Cycles or Eevee) and other settings before you save the startup file and Blender will start with those set as default.

Thanks. That is good to know.


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How best use a texture image to a large/long object
Firstly from what I have seen Blender can only work with images which are square eg 512X512 or 1024 X 1024 etc. Is that correct?
I am creating objects for MSFS and my first project consists of large/long objects eg 9 metres long. It appears to me that if any texture image (all texture images I have found are taken close up to the object) is used then it either needs to be stretched to each face of the length of the object thus distorting the 'texture' on the object OR applied in (UV editing) so that multiple occurrences of the texture image are applied resulting in noticeable 'seams' between each image (unless the texture image is continuous ie the right side of the texture image matches the left side such as an image of a brick wall.
Is that correct? That there is no other method?
Just checking that my hunch is correct before completing my project.
I hope that I have described what I mean in a meaningful manner.
BTW now that I am feeling less intimidated by the Blender 'beast' I am gobsmacked by it.
Here is an example of what I mean by having multiple texture images with resulting visible seams.

While most people will tend to use square aspect ratios and powers of 2 for the resolution, it's not strictly necessary (although sometimes required somewhere else in a pipeline). You can work with whatever aspect ratio or resolution you want to; it won't break Blender or anything.

As @HISEROD said, square ratio isn't necessary, this isn't the 90s :). You can crop the image texture in MS paint and use only a part of it.

See https://blender.stackexchange.com/questions/56610/how-to-tile-textures-in-cycles/56613#56613 To avoid visible seams you will need a seamless texture

Since you're using an array of planks, you have another option.

Scale your UV map so it's only using a part of the texture (no worries, the rest won't be wasted)
Use the UV Offset in the Array modifier to avoid repeating between planks
Done.

Now you're using the whole texture and also avoid repeating.

Thanks Jachym,  I have no problems adding an array.  I assume by scaling the UV map you mean press S then Y to change scale on the Y axis and press S then X to scale on the X axis. I have been trying that in many different ways and always either end up with the 'image' on my object (layout mode) stretched either along the x axis or y axis OR with multiple images with seams. When I think about it I cannot work out how a texture image of say a 1 metre piece of time can go onto a 3 metre long object without being stretched. What am I doing wrong? Please take this to chat (you instigate chat).

Hi :). Notice the UV map in my answer. It's not stretched, it's scaled proportionally to match the texture height. If the UV map doesn't have the same aspect ratio as the texture, parts of the texture simply won't be used. That's entirely ok :).

Thanks Jachym, can you send me the texture image file you are using so that I can attempt to reproduce what you are demonstrating and/or explain exactly what you are doing to scale proportionally as I only know of using S X and S Y to modify scale on those axis.

Thanks again I think I have it but I don't understand how I did it.

"I think I have it but I don't understand how I did it" story of my life :). The texture I used is here on TextureHaven

Next morning. "The penny has dropped" "The wheel is turning and the hamster is still alive" (it isn't dead) . UV OFFSET says it all (gets each plank a different  part of the texture so they don't all look the same - great. Also using that texture helped me 'see' and understand. This thread is now closed.

@John Great job on learning Blender btw, i know it must be ridiculously overwhelming :).


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how to wrap an image onto an irregular shaped object
I have found some video tutorials none of which shows me how to wrap an image onto the side of an irregular shaped object.
I have an image of a sign I want to place on the side of a simple building which has a sloping flat roof. No matter what I try I cannot stop the image looking bent even though it is placed on a flat face on my object. What do I need to do. Here is the image of the sign and the object in Blender showing that it is bent.

Go to edit mode.
Select face with logo.
Go to side view (Num 1, if I'm not mistaken)
Press U -> Project from view.
If it doesn't help, change texture mapping to UV

Thanks. Perfect. At first when I pressed Num 1 (side view) to displayed the opposite side but thankfully I just dragged the object to view the other side. Something else learned.


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How to get the same scale across multiple objects in uv editing
I have created a model of a hotel which has 3 separate roof areas (see image below). I applied the same texture image to each separate roof. Problem was trying to get the material scaled so that the tiles appear to be the same size on each roof also to get the tiles lined up at each (roof) 'hip'.
Is there an easy method to do this?
I have attached my blender file as well.

In face mode, you can select each roof face individually then scale up or down in the UV editor to change the texture scale to match the other roof. - You seem to have snapping turned on so disable that first and use the Shift key while scaling to get a more precise result. As far as the corner edges are concerned, you can line them up roughly with each other but you'll never get them that exact without changing the scale as well which is something you're already trying to avoid! Incidentally the blend file you've uploaded has the 3D view in Local view which confused me somewhat!

Thanks. Yes I realised later that I had snapping turned on. It seems then that there is no easy method. Should the scale value be the SAME for every face of every roof - it seemed during my attempts that a smaller roof required a different scale value than with a larger roof? Lining up edges is not critical but I added that just in case there was a simple method. BTW my model might appear quite 'rough' but it is for flight simulator and the building never viewed by the pilot from closer than say 200 metres away and so high detail is not required.

The scale will be the same for all the panels of each roof, but not necessarily for each building roof. As far as lining up the edges, "real" roofs have the joints covered with ridge tiles which would disguise any tile offsets!

Thanks. Yes ridge capping but that is more detail than I need - lining up is more detail than is required BUT scaling across 3 different roofs is more desirable but, it seems, is a bit of trial and error unfortunately.  Thanks again

There shouldn't be any problem unwrapping multiple objects like this if you:

Check that each objects X, Y and Z scale are all at 1.000 before UV unwrapping
That you mark seams correctly so that they unwrap without distortion.
Unwrap all the objects at the same time.

In Object mode check the scale of each object:

For this particular example, (UV unwrapping only the roof surfaces) we only need UV seams around the outer edges of each roof section and along the top ridges.

In object mode shift select all 3 objects then tab into Edit mode:

In Face select mode hover the mouse cursor over each section of roof and select with the L key. (Using the L key to select, selects all surfaces within a UV boundary).
When all the roof sections have been selected open the UV menu and choose the Unwrap option:

The result should be that all the uv islands have a similar scale.
Its now just a question of editing the UV islands so that they are rotated and positioned to fit the texture.

To get good results I found it best to overlay pairs of roof sections (using the vertex snapping in the UV editor) then correcting rotation issues. Note; to get mirrored across the roof ridge it was necessary to select one section and scale it to -1 along the x axis.
If this had been a model I was working on I would have probably:

Joined all 4 objects that make up the building before UV unwrapping.
Deleted all surfaces that would never be seen. This because it would mean having less UV seams and fewer UV islands bother with.
Marked all the necessary seams for the complete building and UV unwrapped it all in one go.

Hope the above helps some .
Added to answer....  "BTW just how are those extra seams (created during extrude) removed? I attempted to do so and they would not be removed."  question in comments :
In Edge select mode > Select the edge loops, U > Clear seam.

Thanks 3fingeredfrog (that sounds like it is a byproduct of Chernobyl?). Maybe when I tried I had forgotten to apply scale to every mesh. Also thanks for pointing out to remove the edge loop seams which I should have done before. Excellent, thanks again.  Please explain about deleting all surfaces which would never be seen - do you mean those parts of meshes like the base of the upper storey and the parts of the portal which are now inside the main roof? If so how is that achieve as I am thinking I would first need to make 'cuts'?

Chernobyl ?  How many fingers were you thinking should be the norm for a three fingered frog, 4 ... 5! ?  :)  Deleting surfaces like the lower faces of the top part of your building is just something I do so that I have less edges to mark as seams and so less UV islands to deal with. Also often UV space is at a premium and not to me wasted. If left in, after unwrapping, you can always select them all and in the UV editor scale them to a single point as part of the UV editing process.

Indeed the Brachycephalus tridactylus (recently discovered in south Brazil) has only three fingers (most have 4 on front legs and 5 on back legs). I was trying to be funny that it was a mutation of a normal frog. Thanks for the update. BTW just how are those extra seams (created during extrude) removed? I attempted to do so and they would not be removed.

The only way I know to remove unwanted UV seams is to select them, open the UV menu and choose the Clear seam option. See the .gif anim. I have added to the end of my earlier reply.

There is certainly a lot of ways how to approach it, but for your purpose (flight simulator), where you don't need to tune every detail but tiles should be et least of same size on each face, I would recommend utilizing mapping by an object.
The most easy way would be to use box mapping (which actually isn't mapping by an object), but that is suitable for walls, not so for slopped faces. For roof you can create a mapping plane for each angle you've got and then mix them together.
First you need to create those planes like this.

You will have to move/rotate/scale them afterwards to fine tune your mapping.
Now let's elaborate about this node setup:

Here are two branches, in the upper one I am creating a mask for the direction I want to map. The direction is determined by the vector (not exact). Dot product gives me the higher number the lesser angle between two vectors is. So next I compare the result to a value that works as tolerance to create binary mask for Mix node. In the second branch I set an object as mapping source to Image Texture node. The rest of the texture will be black, so we can use additive mixing to mix all directions together in the next step.
This you need to do for every angle you want to map. Sad thing is that due to obvious limitations of those nodes you can't create a decent group out of it. At least I don't know how. So you have to set the texture for every angle separately.
Then you have to mix it together:

Resulting mapping looks like this:

(The result looks a little bit strange, that is caused by the fact that adjacent roof faces have a different pitch angle. I am not an architect but I guess nobody would design a tiled roof like that.)
The advantage is that you can map all faces of the same direction at once just by M/R/S the plane and the same scale for all the faces is granted. The limitation is, you can't fine tune each face separatelly if it has the same angle. For a more robust solution, I would bet that geometry nodes could offer interesting possibilities.

Wow. Thanks for your help and work. It seems in my aging brain, to be quite complicated and uses mapping which I am very unfamiliar with. Still it's a learning experience and hopefully will help others who also may have buildings with multiple roofs like mine. I really appreciate what you have done and explained. More for my "little black book" where I have a collection of 'how to do it'.


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Do baked texture images reduce resolution on the model?
I have wondered lately if baking images to a single image affects the resolution of the texture on the model? I have noticed that with many downloaded freeware models there is only one image file which has all the required images for the model 'baked' onto a single image. Doesn't this affect the resolution of the texture on the model (eg the 'baked' image file maybe 2048 x 2048 pixels and contains lots of different images inside it)?

Not the baking by itself. That's totally up to how it's done.
You could have four 1024px² textures baked into one 2048px² texture. It's essentially the same textures copied into one. And the UVs arranged in the UV space to correct the new locations.
You can make the baking virtually equal in quality, as much as you can make it lose quality by having a final texture with fewer pixels than the total of the originals, or you could even bake into a final picture that's bigger than what the originals could total to.
There are maybe some software that can optimize the UVs to use the same amount of pixels with a smaller picture, but unless you really made poor UVs to begin with, I doubt it has much gains.

Thanks.  Yes I realise that four 1024px2 images 'fit' into a single 2048px2 image but was thinking more of say multiple 2048px2 images into a single 2048px2 image but as you mention the output 'size' baked i8mage can be 'selected' which I did not know HOWEVER I thought that there was a disadvantage in have huge images (eg 8192px2).  I have googled the advantages of a baked image but also wonder the pros versus the cons. Thanks again.

make sure that the original Image Texture is set to Closest instead of Linear though, if you want it to be as close as possible to the original

Bigger images take up more memory, so you can't fit as many in your memory. On itself, it's the only real downside AFAIK. Now the biggest reason why we sometimes group up multiple textures into one file is in cases where the cost of loading more texture files outweights the cost of calling fewer but bigger files. See "atlas textures".


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How to add a loop cut to an object created using the extrude tool
I have created an side extension to an existing building starting with a mesh plane and then using extrude (edges) to form the sides.
I want to add timber paneling to match the main building using the same method I did with the building using an edge and the bevel tool however when I attempt to add a loop cut it only adds to the front face.
Is there a way to do this or should I start again using a mesh cube and then remove 'excess' (the area which end up inside the building walls) using boolean?
Here is an image with arrows showing what happens when I add the loop cut (only adds to the front face) and where I want (horizontal) edges on the 3 sides.
I have also included a blender file containing ONLY the building (side) extension

It only adds to the front face because the side face has more than 4 vertices and Blender can't loop cut through a face that is not a quad as it can't guess where to cut. Here are the vertices you need to dissolve (at the bottom you have 2 overlapping vertices):

Thanks moonboots. Yes I noticed those vertices earlier (and had no idea how they got there including those on the top face) but did not know that dissolve could remove them. I eventually found them all and dissolved them (2 so close together that they were extremely difficult to see). Once again I have no idea how those extra vertices got there and thanks again. Now I know what dissolve can do.     Please advise when and when not to add @'user name' to a reply so they get notified.

I've been notified, not sure when you're not actually, but "@" will at least garantee that the person is  ;)

Thanks.  Once I added @ and someone advised that it was not necessary.

mmh sometimes I'm not notified of a message of a thread so I'm not sure how it works


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How do I add a mesh to a face which is 45 degrees to either the X or Y axis?
I want to add 2 separate mesh cubes to each face of an octagon to represent a window and panel beneath the window. I considered adding the meshes to one face of the octagon, selecting the octagon and two new meshes and rotating all 45 degrees on the Z axis and then adding 2 more mesh cubes and rotate again until all 8 sides have been 'populated' with the two mesh cubes.
Is there an easier method such as selecting all 8 faces of the octagon and then adding the 2 new meshes which populates every face?

The best for this kind of object is probably to work with an Array modifier:
Create your octagonal cylinder, only keep one face, create an empty at the same location as the origin of the cylinder:

Give your cylinder an Array modifier, Count > 8, enable Object Offset, choose the empty as Object, rotate the empty 45° on Z:

Now whatever you'll do on your object will be replicated x8:

John, you should consider accepting an answer, or if you've another issue please ask in the comments part of the answer(s).

How do I accept both answers as they both have their merits and I could use either? I also did ask a further question (below).

The solution from @moonboots is probably the best to do it like that right from the start. Another possible way when you already have the octagon and two cubes representing the window and panel:

Switch the Transform Pivot Point to 3D Cursor. In your example file this enough, because the origin (and center) of the octagon as well as the cursor are at the world's center. If the octagon is placed somewhere else, select it, then Shift+S > Cursor to Selected.

Select both cubes which you want to place around the octagon and go into top view by pressing Numpad 7.
Duplicate them as "linked duplicates" by using Alt+D (instead of normal duplicates with Shift+D).
Do not yet confirm the duplication but instead press R to start rotating the duplicate and enter 45 to rotate by 45°, then confirm the action with LMB or Return.

Since you did the duplication and rotation in a single action, you can now simply repeat it by pressing Shift+R 6 times until you have the cubes on all 8 sides.

Because you have made linked duplicates of the cubes, you can now change their meshes in Edit Mode and the changes will be applied to all duplicates as well since they share the same object data.

And this also applies for changing the materials on one of the duplicates, the others will get the same materials too.

Thanks moonboots and Gordon. Both solutions are great. I think I will go with Gordon's solution but may start again as my octagon is 'indeveloped' and so I could start again. Maybe I will try each one for the exercises and to learn more.  I had NO idea that an array could be used as I tried but didn't know about " enable Object Offset, choose the empty as Object". BTW I think it is time I contributed financially here.

@JohnArnold You should definitely try moonboots' solution as well, even if only for exercise, because with the Object Offset you can really do interesting things. An empty is always good as the target object since it will not be rendered, but you can use others as well. The great thing is, it is not only the rotation per count which can be set by this, also the translation and scale, for example to have the duplicates getting smaller or larger per step.

@JohnArnold And it does not matter if you transform the target object (the empty) or the arrayed object or both, the offset per count will always be calculated as (target object - arrayed object) for location and rotation and (target object / arrayed object) for scaling.

Hey guys.   I have just found some time to try these solutions but how do I create an 'empty'? Start with a cube and scale it down to nothing?

@JohnArnold An Empty is not a mesh object like a cube. In the Add menu which you get with Shift+A you have a lot of different object types like Mesh, Curve, Camera, Light etc., and one of these object types is Empty, with different shapes. For example Plain Axes, Sphere, Cube and more but the shape is just the visual appearance to indicate where the empty is, it has no effect on  the array method or anything, it has no mesh or geometry of any kind - it is "empty" and only holds location, rotation and scale information in a point in space. It does not get rendered either.

Thanks Gordon.  I see it.

I had no problem using your method on a simple 8 sided cylinder HOWEVER I can't work out how to add 2 other mesh 'cubes' to each face of the octagon. I tried adding them BEFORE applying the array modifier by selecting all meshes on the single face but that didn't work. I thought perhaps that if I add the extra meshes to one face of the octagon and it would automatically 'replicate' on  the other 7 faces but no that doesn't work. Is the only method to JOIN the three meshes into one before applying the array?

@JohnArnold I'm sorry but this site is not for longer discussions. Better place a new question. And I'm not quite sure if I correctly understand how you are doing it, to me it seems as if there is a profound misunderstanding of how the Array modifier works... or joining objects that hold modifiers... and why would you want to apply a modifier if you still want to edit it? Anyway, we cannot discuss all that here in the comments.

Thanks Gordon.  I have started a new thread as although  I now understand about adding extra mesh cubes BEFORE adding the array modifier I don't know how to set EXACT dimensions in edit mode and scale is difficult.

@JohnArnold That's why I suggested asking a new question, because adding meshes with exact dimensions has nothing to do with using the Array modifier, but when I talked about the misunderstanding I meant, if you think you have to add extra cubes before adding a modifier then you are wrong. But you said apply the modifier which in Blender terminology means converting the modified mesh into real permanent geometry and removing the modifier. So you definitely can add cubes after adding the modifier, but if you want them to be arrayed you need to do that before applying the modifier.

Yes a comment some time later but just to advise I had need to add a post complete with light fitting at each of the 4 corners of a (new) octagonal deck and used your method which worked brilliantly. I also needed to add a metal framed glass balustrade to the 8 sides of the same octagon deck and your method once again was a 'breeze' to use. Thanks again.


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How to switch to EVEE
I am trying to prevent/reduce an added 'light' from passing through a mesh object and found some Youtube tutorials all of which seem to use EEVEE rendering and wondered how you switch between CYCLES and EEVEE as I could not find the answer here or in the Blender Manual.
The reason I ask is that the video tutorials show using EXPONENT parameter listed 'under' SHADOW which I do not see and so think that I must be using CYCLES (where do I look to see what renderer I am using?).
Or if the video tutorials have used a different version of Blender where can I find the (Shadows) EXPONENT parameter?
Thanks

In the small window section below the outliner. Open the render tab (the second button that looks like a camera). See picture below for reference. Under Render Engine select whichever you would like. Eevee is a real-time renderer. Cycles takes more time and is more consuming of GPU/CPU but the result is more realistic.

Thanks heaps. Well it seems that EEVEE must be the default as when I open my model it is already selected. I wonder then where I might find the EXPONENT parameter ('under' SHADOW) in version 2.92 (the video tutorials uses version 2.8)? The tutoriall I mentioned can be viewed at   https://www.youtube.com/watch?v=fvTK16w7Ffs

I have now found that that Blender versions since 2.8 do not have the EXPONENT parameter for SHADOW. What a pity as it would have solved my problem.

There's a section on shadows in EEVEE in the Blender manual here https://docs.blender.org/manual/en/2.93/render/eevee/render_settings/shadows.html and one on light settings here https://docs.blender.org/manual/en/2.93/render/eevee/lighting.html.

Thanks John, I will have to try and work out if anything there will fix the 'problem I have.  What I am trying to achieve is to prevent light passing through a mesh. I saw a video tutorial which explains exactly that where the author placed a light INSIDE a model of a house and the OUTSIDE walls of the house were slightly lit (due to light coming through the walls) and he used the EXPONENT to reduce that to either NO light or very little. EXPONENT doesn't exist any more (parameter of Shadow) and I am trying to find out if there is an other way of replicating what EXPONENT did.

After a trial and error 'experiment' it seems that setting BIAS to 0 might be what I need.     I placed a light inside a mesh cube with a very large 'power' and noted light shining from inside the cube onto the mesh plane under it. When I set BIAS to 0 there was no light coming from the cube onto the plane.

Here in this answer I give some examples of how the shadow settings in Eevee affect the result, in addition to what you figured out yourself: Basic Shade problem in Eevee

Thanks Gordon. I had seen how light leakage around the mesh could be reduced using Object Data Properties of the light source but hadn't seen anything about changing render properties. There are so many places where Shadow parameters can be modified. Do all these affect the output of the model ie the changes you see in Blender will be seen in the model outputted (I create models for use in MSFS2020)?

All settings how to generate or render shadows in Blender are - like all other material settings as well - dependent on the render engine, like Eevee or Cycles. Since MSFS2020 doesn't render in Eevee or Cycles I don't they are relevant there. OF course it also depends on which export format you are using and how much of the settings can somehow be transferred to that format. But a general rule is: only Blender works with Blender-specific materials and settings, like other software alike.

Thanks again Gordon.  "Since MSFS2020 doesn't render in Eevee or Cycles I don't they are relevant there" - I have done a heap of testing in the last 2 days that seems to be correct as applying BIAS seems to have no affect in MSFS - the light still comes through an object instead of appearing as a shadow. Very annoying for me as I have applied 'lights' on my bridge model and no matter what I do the water UNDER the bridge continues to be illuminated (from the lights above the bridge deck) which is annoying. deck. Maybe Asobo might fix that in the future.

That's no wonder. Usually each and every 3D software and gaming engine have their own materials and render engine. There might be similarities, but even if something is called exactly the same in two different softwares, the way it is realized in terms of coding might be very different and often incompatible. So I guess this is not even a Blender question, since the light leakage bothers you in MSFS2020 and I suspect none of the Blender shadow settings will be implemented in MSFS2020 in any way.


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How to 'fill' a mesh created from a sinle vertex correctly
I have created a mesh object using the extrude 'tool' as follows  using default CUBE (which has the default material removed), merged at center (press M select merge at center) and then extruded along x and Y axis to create a multi-sided 'plane' which I then extrude on the Z axis to created 'thickness'. I then FILL the top and bottom 'faces' by selecting each edge in edit mode and then press F. When I add a material if I select just a color all faces are 'painted' with that color HOWEVER if I select Image texture it will not uv wrap. Am I using an incorrect method to fill?

Make sure your faces are properly marked as inside/outside.
You can do this by going to Viewport Overlays > Face Orientation, and recalculate it by going to Edit Mode > Mesh > Normals > Recalculate Inside/Outside. Also, make sure you apply any transformations using CtrlA.
Alternatively, I achieved the same result as you by extruding along the Z axis AFTER pressing F to fill the face, which seem to play nicer with blender's UV wrapping.
P.S: Why are you using this roundabout way to create and extrude a face? If you're not specifically attached to the process, you can achieve the same result by scaling the default cube along the Z axis, or using the Solidify modifier on a plane.

Thanks for your fast reply.  I did not think about using scaling on the Z axis NOT using the solidify modifier.  I have never used scaling in that manner before.  Also just before I noted your reply I considered that I should have Filled before extruding along the Z axis which I now think is more logical. Thanks again.

Sorry I forgot to 'tag' you in my first reply.  Well I still can't 'get it' so decided to recreate my 5 sided 'plane' as described in my question. That's where it seems to all fall over. I use edge select in edit mode and select all the edges (holding down the shift key) then press F to fill then use the extrude tool but regardless of selecting the Z axis it extrudes along another axis. How would you do it noting that my 'plane' has 5 unequal sides.  BTW why can't I tag you by starting my reply with @Onion-IO

I would recommend exiting edit mode, and using the "solidify" modifier to give Z axis width to your plane. Simply add the modifier under "generate" in the modifiers drop-down menu, and increase the "thickness" aspect

Thanks. I restarted and 'drew' my 5 sided 'plane' as before, filled the area then extruded on the Z axis. Still I was only able to add my texture image material to the top face but I added the side faces in edit model selecting the faces and then adding the material. All good now. I got there eventually even if not using a 'good' method.

@JohnArnold You cannot tag him because you comment on his answer. The author of a question/answer you comment on will automatically be notified. Only if there are several comments from different people tagging the author becomes available (if I remember correctly).

Thanks. It must be another forum I am using that requires @theirname to be entered so that they get advised of a reply. BTW am I supposed to be advised that there has been a response entered for me as all I ever get is a "Stack Overflow" email which usually comes MANY hours after a response has been entered.  What I do is to make a desktop shortcut of the url for my thread so that I can quickly check if there have been replies and which I often find there are well before the 'stack overflow' email.


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How can I add framing timber to my octagonal tower
I want to create a model of an octagonal tower which is part of the roof of a building which has exterior framing timber on the edges and can think of only one way which would be to create another octagonal cylinder slightly larger and then use the boolean modifier to remove all the bits not required but surely there is an easier way.
I have included the basic blender model (tower) and an image of the real tower to illustrate what I mean.

Select the edges, bevel, set the Shape value to 1 in the Operator Box:

Then AltE to Extrude Faces Along Normals, enable the Offset Even option:

To select all the faces of the same size, select the faces you want then use ShiftG > Area:

Thanks that worked great although I didn't end up with any 'thickness' to the newly created faces but that doesn't matter too much as my model will never be viewed close enough to notice.          But is there an easy way to select all the newly created faces (the  exterior timber framing in edit mode) to assign a particular material or just apply to every face and then pick out just the faces in between for a different material (only 16 of them)?

If you select one of the bgi faces and press Shift G > Area it will select all the other faces of the same dimension, is it what you want?

Thanks moonboots. I guess I will need to do this a few times as not all the new faces created will have the same dimensions. Anyway a lot easier than manually selecting every new face.

It's a good idea to try and think ahead about materials if you can! After you had extruded the faces and while they were still selected you could have hit Ctrl-Numpad+ to also select the edges of the frame. Then add a material for your frame and assign it to the selected faces.

@John Arnold you don't have to do it several times, select all the faces you want then press Shift G, see my edit

Thanks moonboots   I note the additional 'video' thanks.    John - "Ctrl-Numpad+ to also select the edges of the frame."  I would have if I knew about that command so something else I have learned, thanks.


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How do I extrude using keyboard commands
I am creating simple roof 'hipped' on a building (mesh cube) and want to give it a precise 'thickness'.
What is the correct method?
I have tried divided the top surface of the cuve with loop cut, selected the edge and extruded on the Z axis with a keyboard command eg  E Z 55.
To give it thickness I have tried selecting each (top) face of the roof using a keyboard command E Z 0.2  which does not work for me.
I have also tried using the extrude 'tool' but cannot work out how to extrude a precise amount eg 0.2

I'm not sure what you mean, if you press E then 0.2 right away it will give your roof a thickness of 0.2 as expected...

And so it does. I assumed (obviously incorrectly) that after pressing E   I needed to press the axis I wanted to extrude along (and then 0.2  eg  E Z 0.2)). Does Extrude always default to the Z axis otherwise why doesn't it extrude along say the X axis?

The faces Z axis is the face normal axis, so it makes sense that by default it will extrude along the faces Z axis

Extruding using E will by default use an axis that is normal to the faces.
In your situation, as the roof is symmetrical, this will be Z.
If you hit EZ, that will remove this default axis, and let you extrude following the mouse movements.
So you just need to press E then the value you want.
If you want to use the extrude tool, simply use it then go to the operator panel and enter the value you want:


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What causes Assertion Error during EXPORT of glTF
I have a model I have created and when I select EXPORT > glTF I get an error 'Assertion error'.
What could be causing this and what do I need to do to fix the problem? I feel that perhaps there may be another step I need to do before exporting but searching Youtube tutorial and looking in the manual I cannot determine what that step(s) are. I have the addon Import Export: Maps Models Importer installed and enabled.
Here is the output text -

I tried using Export to Extended glTF 2.0 (glb/gltf) for MSFS and that completes succesfully so my work is complete.
I did also try exporting to obj and also fbx which works ok so I am assuming it is a bug when attempting to export to a 'normal' glTF.

I hope you reported the bug then? Menu Help > Report A Bug.


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Exported glTF not the same as my model
I exported my model as an extended glTF file but the glTF file looks wrong. The arrays do not exist (there is only the initial object displaying) and they appear above other objects.
What could cause this?
I realise that (it seems to be) related only to exporting to extended glTF which is an addon (msfs toolkit) but I wondered if someone reading this has any ideas.
Here are images of the original 'project' and the object imported from the glTF file.

Tick Geometry > Apply Modifiers on the glTF export screen.

Thanks for that. I watched a youtube video on creation of 3d objects in Blender for MSFS and the author showed lots of  parts of the glTF export screen which needed ticking or entering and did NOT mention that. IO get heaps of help watching these video tutorials but they often either assume things or don't cover everything.  Thanks again.


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How to add a modifier to one object in an array and affect all the others
I just modified an object which is part of an array but the changes only affected the object I applied the modifier to.
Is it possible to add a modifier to one of the objects in an array and have that modifier applied to all objects in that array?

It sounds as if you've already applied the array modifier? If so, each item which was formerly in the array is now a seperate mesh in edit mode. The only way to affect all of them at once is to edit (or add another modifier) before you apply the array.

Thanks. Yes I had already applied the array and then thought of a modification.    I was afraid of that. I will remove the array, modify the object and add the array again.

Lesson 1: Don't apply any modifier until you are certain that you've done any adjusting you need to the original object! If you look at any of Josh Gambrill's hard surface modelling videos, you'll see that he rarely applies any modifiers for just that reason! :^)

You can also duplicate your ojbect before applying the modifiers so you can go back if something goes wrong, and then delete the duplicate once you're sure you won't need it. But I like the Lesson 1 by John Eason above as well. :-)

@Kyriakh Agreed about keeping a duplicate. Create a new collection called 'Backup' which is disabled and then move any duplicates you've created into it.


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How to 'tilt' an array
Firstly thanks heaps to everyone who helped me get this far with my first Blender project.
I have created a floating dock using Add > Mesh Cube for all the 'parts' to the dock.
Now I have imported an fbx file of a tire and created an array for 12 tires along the side (bumpers). The problem is that the tires on the left side are slightly higher (the top of the tire is adjacent to the top of the deck) yet the tires on the right side are slightly lower. I feel that it is connected with the tire array but don't know how to slightly 'tilt' the array.

seems like it would be the dock that is slightly skewed, since you're using a constant offset in one direction

or apply the rotation of the tire object? It's hard to say what is not aligned

Thanks. I think it must have been that I rotated the tire slightly as when imported I had to R(otate) the tyre 90 degrees and incorrectly selected the X and the the Y axis before realizing it was the Z axis and maybe didn't 'undo' the first two rotates correctly. Thanks

Hehe..personally, I've never seen a pontoon with perfectly aligned and identical fenders.. :D

Glad you figured it out, John.  If you want to you can post and accept your solution as an answer for anyone else that comes along.

Wow more things I am missing (accept a message as well as accept an answer) - are there any other 'things' I should be aware of when posting a question? I missed those upward facing arrows as they are greyed out and not easily seen on my monitor. Oh those perfectly aligned pontoons. I guess older ones certainly are not yet the new ones I watched being built on Youtube videos (where I got a lot of ideas including the newer PLASTIC floats secured beneath the pontoon) are as perfectly aligned as the skill of the builders Hehe.


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Is it possible to use a different texture image for the side faces of an object
I have an regular rectangular object I would like to assign say a one particular image texture to the top face and a different image texture to the sides faces (the bottom doesn't matter).
I have watched a video tutorial and got completely lost on how to select just one face to apply a second image texture.
How is this made possible simply?
I know how to apply a image texture to all faces of such an object but not two different ones although I can see how to add another texture image in materials.

Select the face(s) you want a new material on.
Click the top + button to add a new Material Slot.
Click the bottom + button to add a new material to that slot.
Click "Assign".

Thanks Christopher.  I find my question has been closed as it apparently is a duplicate YET when I entered it a number of possible similar posts was listed and NONE was listed for the one IO now see is a duplicate of. Makes it very difficult. Maybe because the other one is 8 years old and the automatic search/check does not go back that far or it was at the bottom of the list instead of at the top of the list!

Hi Christopher, hope this post is still getting through to you. I followed what you said and noticed the new material was assigned to the edge faces however when I attempted to uv edit it did not show the new material. Once I assigned the new material to the edges I then marked the seam and then pressed u twice but that did not result in 'unwrap' displayed bottom of screen and when I selected uv editing (top of screen) it only displayed the first material.

The UV editor will show whatever texture is on the selected face. It only shows one at a time - If you select 2 different faces, each with different materials, it will display the texture of the most recently selected face.

Aha  I forgot to select face mode. I'll get there. I have now assigned my other material to the side face.  BTW I have opened a blender file where the axis are not central to the 3d viewpoint screen eg the x, Y and Z axis are to the right side of screen. How are they centralised?

Maybe try Shift + C?

Thanks I had to do that three times before they were centered maybe because they were so far off center?


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EXTRUDE - is this the best way to simulate separate wooden planks on vertical face
In an effort to try and make the face of a vertical surface represent 2 planks of wood, one above the other I thought of the Extrude tool which I have never used before.
I had no trouble using the tool (except for some strange reason moving now jumps preset distances instead of smoothly so I have to hold the CTRL key while dragging) BUT I cannot work out how to select each part to mark the seams for applying texture.  Is there a better method and if not how do I select each part separately. I have included an image to try and explain what I mean - the large top object in the view.  Thanks in advance.

I'm not sure I understand your question, but I would recommend you watch this series of tutorials by Blender Guru where he teaches the basics of modeling and texturing by guiding you through the modeling of a chair. Notice how the seat is a curved plank and the edge texture is made to look like several wood 'slices' one on top of the other, I think it's a little bit like what you are trying to do. But I recommend watching the whole thing because he covers a lot of important stuff regarding modeling:
https://www.youtube.com/watch?v=Hf2esGA7vCc&ab_channel=BlenderGuru

Thanks Alexandre. I have watched quite a few videos by Blender Guru but not that one and it is a bit over my head having only started 3D modelling one week ago. Since asking the question I now think I would probably be better using an array (of 2 on the Z axis) with no space between each and add offset textures on each. What I am wanting to do is create a vertical surface to look like two separate long wooden planks of wood one above the other. It is actually a model of a floating dock and the sides are of two wooden planks one above the other.

if it "jumps" preset distances, you should uncheck this little guy here: [1]: https://i.sstatic.net/Stknn.png (blue icon)

Hey @JohnArnold I really think you should give the tutorial a try. It's a beginner's tutorial and he guides you step by step, just watch closely what he does. Pause the video and go back if you have to. I promess, by the end of the series of tutorials you will have a set os skills that will help you when you are doing your own projects like this one.

As for your question, extruding the plank would be fine, you'd just have to edit the UVs (the 'mapping' of the texture) to adjust the texture. Making an array of 2is also fine, or  to simply duplicate the plank and move it up would be fine too. There are many options that give basically the same result.

Thanks for the heads up regarding jumping. I had been holding the CTRL key while moving which got me around the 'problem'.     I have watched heaps of tutorials as already mentioned including your suggestion.      This is more to do with what (is the easiest) function to use rather than how to use it. That is why the subject is "Extrude - is this the best  way..."     I have answered my question below (I used an array to achieve what I wanted). Thanks again.

I found using an ARRAY solved my problem.
I created an array with a count of 2 on the Z axis with an offset large enough so that I could see the 2 separate objects one above the other.
I then selected the bottom object and added a material
Then I unwrapped the object and used the UV editor to ensure all faces were horizontal.
Next I set the UVs Offset U to 0.1 to ensure the 'pattern' from my material texture image was slightly different on the object above.
Lastly I moved the two objects in the array back together.


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UV Editing - how to select one face from the rest
I have a wooden plank which when unwrapped shows each face on my selected material however I need to orient one of the faces so that the grain (in the image) goes in the correct direction. When I select each 'corner' vertice for the particular face and then attempt to move it to a new position it is still attached to the original adjacent face(s). I have tried double selecting (double LMB) on the vertices which have a common 'border' with no improvement.     What is the correct method to select a single 'face' for re-orientation?         Refer image below where I need to move the 'face' highlited and re-orient it to match the grain of the timber ie 90 degrees (using A R 9 0)

Hi :). In top left corner of UV editor choose between vertex/edge/face select. With face selection - click the face and rotate.

That won't be enough, if UV Sync Selection is disabled, the face will stay attached to the other adjacent faces and drag their vertices to the new position. To avoid this, enable UV Sync Selection, the button with two opposing arrows left to the Vertex/EdgeFace Select buttons. At least this happens if he keeps all faces in Edit Mode selected to see the complete UV map.

@Gordon True, thanks for pointing that out :)

Thanks guys.I wasn't exactly sure what Gordon advised but I unselected UV Synch Selection and then selected 'face selection mode' (3rd icon to the right) and that enabled me to grab the 'face' and move it away, turn it to horizontal and move it to where I wanted. Does it matter if I end up with the positions of each 'face' in the UV editor separate from each other ie not adjacent.? Also does it matter if I use the CTRL key held during moving of those faces to obtain a finer movement?


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How can I create a new object by input of dimensions?
I have watched video tutorials how to create a simple rectangular object from a cube and in each it displays DIMENSIONS (x,y,z) in the object properties below Location, Rotation and Scale yet when I copy what I see in those videos I do NOT get Dimensions displayed. I have searched everywhere, even in Help, but cannot find how to display Dimensions to allow me to input the dimensions. I have found that I can create my object to the correct dimensions using SCALE but is that the correct method and why can't I get the Dimensions input box displayed? So frustrating that I can't even duplicate what I see in video tutorials. I have Blender version 2.29 as well as 2.83.

If you mean the Transform menu with Locacion, Rotation, Scale and Dimension, it's only available in Object Mode (Ctrl + Tab > Object Mode) by selecting the object and pressing N on the keyboard. If that's not the case, you could add the link to one of the videos and tell us the exact moment you saw the "Dimensions" part.

Thanks   Yes I meant the Transform menu.  I now can display "dimensions" after object selection and pressing N (in object mode which I was already in). I still cannot find any documentation on that. I can't find the video I saw it but did download the video and I can attach a still from that video if I new how to attach/insert an image   Thanks again.

Hi :). As @Emir said, you can't enter specific x,y,z dimensions when adding an object. You can easily do it later, using the Transform menu (Sidebar (N) > Item tab > Dimensions)

you can just edit your question and then drag and drop the image in there. That's all.

Thanks to both of you. I see now there are TWO Transform menus the one which appears either all or most of the time on the right of screen (WITHOUT Dimensions) and the one which appears EITHER on selecting the object and pressing the N key OR 'grabbing' the < symbol across to the left. Learning by trying things and from you guys.   I firstly ADD an object and then select it, I didn't expect to enter dimensions during add.  Thanks again

Another question  How do you 'undo' something you did which wasn't a change to the object eg clicking on 'preset viewpoint' which changes the view which I have experimented with but then could get back to the view before I did that.

Hi :). Viewport view isn't stored in undo history. You always need to select a view manually to go back to it (top/front/side/etc...)


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How do I reduce width of one face and maintain geometry
I am modelling steps used by passengers to board a float plane.
The first 'step' is more of a small platform with the rear edge is narrower than the front edge.
I have created the first step with a cube and added front legs and angled 'strengthener' with an extra edge and then select the rear face and use SCALE on the Y axis to make the rear width less than the front.
Problem is the geometry around the two legs and angled strengthener is not maintained.
How do I do it?
Here is an image of the real object followed by an image of the object in blender and the blender file is also attached.

First thing cut this vertical edge with the knife (K to activate, A to cut orthogonally, C to cut through):

Also create this edge loop with the knife:

Now you can give your object a Mirror modifier:

If the front needs to keep its length, put the 3D cursor at the bottom right, choose 3D Cursor as Transform Pivot Point:

Then in top view use the Shear tool on the (view) Y axis (ShiftCtrlAltSY)::

Thanks moonboots. I want both sides done so do I (somehow) 'mirror'? Also I note that the last step (shear?) causes the front to increase in length. Would it be easier to start from 'scratch' (single mesh cube)? I haven't spent much time on it so far so don't mind starting again from 'scratch'.

Yes you need to use the Mirror modifier, as for the length, see my edit

I have 'hit the wall' with the first step (have never used the knife tool' before. I press the K key, position the cursor on the bottom vertice, then press A (a vertical line shows), then click on the top edge where the line intersects and press C then ENTER to complete but I only get an edge between the vertices appear. Tried other 'combinations' of key presses etc but couldn't get any better.

You need to press KAC then click on the bottom vertex, then top vertex, then Enter to validate

Thanks, Yes that works but it is getting late (for me) and I will have to press on with the other steps later.

Can't sleep so on I go. I had trouble at first getting the edge on the top face square even though I (thought I) selected the far edge where the 'help' line intersected.   Maybe I wasn't watching closely enough or there is a 'trick' when using the knife tool (new to me). Anyway that disclosed that the intersection of the 'brace' with the 'leg was 2mm different between opposite sides so I fixed that (by dragging the relevant vertice).

Hard to help through the Stack Exchange comments, you can join a Discord if you want to chat and share your screen

all good now thanks


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How to edit an object created using a bezier curve and previously converted to a mesh
I created a hose using a bezier curve and now I want to change its length and curves. When I select the object in edit all the geometry is displayed and so I guess I must have converted the bezier curve to a mesh.
But how do I get it back to the 'state' to was where I could select a 'thingy'/tool which looked like a short edge which I could drag and change the direction (sorry I don't know the terminology but it looks like the image below of a much different house in another model.
I have tried selecting Object > convert > curve which didn't solve this problem.

If you convert a curve to mesh, then convert back to curve, you won't get the original curve if this is your question, so it's better to set the correct length before converting to mesh (or simply don't convert to mesh if you don't need to, it all depends on the final goal)

Thanks moonboots. I was thinking along those lines bust wasn't sure.  I think it would be easier for me to recreate my simple' hose object. The only reason I was trying to lengthen the hose (after converting to mesh) was to emulate better the hose I am trying to copy (in real life on a dock) which is longer than I first noticed. Actually I don't even remember converting the curve to mesh in the first place as I had noted that when exporting to a  gLtf it automatically converted during that process (and the original curve remained). Thanks again.

If you still want to convert back to a curve it's possible to do it even though it won't be exactly as the original one, it takes several steps, tell me if you want me to detail, but it may be quicker to redo it from scratch

If you convert a curve to mesh, then convert back to curve, you won't get the original curve if this is your question, so it's better to set the correct length before converting to mesh (or simply don't convert to mesh if you don't need to, it all depends on the final goal).
From the current object, what you could do:
First select all and press AltJ to convert tris to quads:

Then select an edge loop and separate the selection as a new object (P):

Select all and press X > Limited Dissolve in order to simplify, tweak the Angle value in the Operator Box:

Then RMB and convert to a curve:

Convert the curve from Poly to a Bezier:

Then select all the points and press V > Automatic to have a round curve:

Result:

I call that 'magic'. You would probably call it 'elementary'.  Thanks again for educating me further.


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How to know which way is up and how to rotate object to a specific place
Two questions but I'm sure they are both easily answered especially the first.
Firstly I imported an .obj file (3d image of a timber park bench) rescaled it and output to 'special' giTF for Flight simulator. In Flight simulator the object was upside down which I easily fixed but how can you tell if an imported object is upside down?
Secondly also to do with rotation is how to rotate an object so that it appears as it would in real life. Here I refer to a canoe which has is has a 'bent' top (the ends are higher than the centre). In real life when upside down it would not be rotated 180 degrees it would fall back slightly due to the difference between  the ends and the middle - hope I have explained myself.
Is there an easy method to find the correct rotation other than try and check result? Here is an  image of the canoe which I would like to rotate so that it looks correct when upside down as well as an image of a real canoe upside down.

for the 2nd question: you could make a rigid body out of it with shape mesh, then it will fall "as in real life". If it has fallen you can then keyframe the location and delete the rigid body.

Thanks for your reply but I have no idea what you mean. Maybe I should have described the canoe as having 3 points of contact with the ground when inverted, each end and also the top rail half way along (which would then be at the bottom). The top rail of a canoe is lower in the middle than the ends and therefore when you turn a canoe upside down and place it on the ground it would naturally fall over slightly to one side. I just wondered if there was an easy way other than trail and error to rotate the object to the correct degree.

For the first - try to Apply Rotation Ctrl+A ... For the second (Chris is right) just search for Rigid Body physics tutorial (if nobody provides step by step A here) ... be ware of pivot point position for center of gravity. I don't think there is another option.

Thanks for your input.  Lately I have been improvising in a similar way.   To ensure multi faced (.glTF) scenery objects such as an aircraft are the correct say wingspan I temporarily add a mesh cube with the respective axis set to the real aircraft's wingspan and then move it on top  of (in this example) the wing and then if it isn't correct I Scale the object until it is and then remove the temporary mesh cube.  I find this HEAPS easier than using the 'Measure tool'.  And for the canoe  I add a mesh cube or plane, place the canoe above and rotate until the three contact points touch.


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What is the easier method to add a pipe line with bends
I have created a model of the Vancouver Harbour docks for MS flight simulator.
I would like to add a pipeline attached to the side of some of the docks and wonder what is the simplest and easiest method to do this. I considered creating straight pipe with mesh cylinder but adding curves has me puzzled.
The following images are of the real docks at Vancouver showing the pipelines highlighted in red and also my blender model with (image editor added red lines to indicate where the pipes would go). I am not interested in having any flanges on the pipes just to keep it simple.
Thanks

myabe check my answer here? https://blender.stackexchange.com/questions/42591/how-to-approach-the-modeling-of-duct-work-piping-wiring/210144#210144

See here. You, too, can be a PIPE LORD! :D

Thanks. They are great tutorials. Now to learn them and put them into practice.

Thanks. With my limited knowledge of Blender and looking at the different ways (in the 'how to approach the..' post, I am thinking I would use the Vertex Extrusion method as it seems to me to be the easiest the 'wrap the 'pipe' around corners on the fly and correctly follow the sides of the docks ie getting lengths correct for each face of the multiple docks which the pipe needs to go. Please advise if I am wrong. Any way how to you achieve Vertex extrusion? I have worked out to add a single vertex and then extrude but don't know how to 'change direction' when extruding. Also where properties


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How can a texture image be wrapped onto a large object without seeing a pattern?
I have a very long object (15 metres) and want to make it look like a cement slab. I have a number of texture images for concrete which I have 'wrapped' onto the object which at first look completely stretched and so I tried applying scale eg S25 which gets rid of the stretched image look but results in a pattern showing as it seems that the texture image is repeated along the length of the object. Is there a method to use a texture image (most of which represent a close up view of the concrete) on a very large object and get it to look like (say) concrete.

An entirely procedural material or a custom mapping solution such as https://youtu.be/-VgtSL5ZpYc are both good remedies.

Thanks. The video tutorial looks great and will resolve my 'problem'. I thought 'seamless' images would prevent it happening but not. Thanks again

In the strictest sense, there are no "seamless" textures. Seamless, in the context of textures just means that the edges will have no obvious or harsh breaks when tiled i.e. the opposite edges will blend into each other when tiled, but there's no perfect solution for the tiling in the end.

As others have mentioned in the comments, fixed textures will never be free of tiling and UV headaches. Procedural generation not only relieves your tiling problem, but any unwrapping inconsistencies as well. Lucky for you, procedural concrete isn't that complicated - just a bunch of Noise, really ;)
Consider this a learning example:

I'll put the file here so you don't have to recreate the graph.
File is here -

Thanks again Christopher. I have never worked with 'nodes' and a quick look indicates to me that you didn't use a texture image just a basic color and then 'did things with it' (sorry as my knowledge of nodes is virtually nil I am guessing). I must point out that as my model (of the floating docks at Vancouver harbor for float planes) will never be 'viewed' from closer than (say) 2 metres (the view from the inside of a floatplane) texture/roughness doesn't have much 'value'. Anyway it's a great way of seeing what can be done and thanks again.

Correct. Blender comes with several procedurally generated texture "presets" that are available from the Add > Texture menu available in the midbar section. These "textures" are not based on any image and are instead generated through mathematical equations. As a result of this, the textures are infinitely scalable without loss of resolution, and are also able to keep a "randomness" to the pattern that never repeats. The texture I made use of  primarily in this graph is the Noise Texture. If you plan on using shading nodes, make friends with  it - it's good for a lot of things.

If you need the texture to be viewable from farther away (less detailed), just reduce the Scale of all the noise textures except the bottom left one. A good place to start is to cut each value in half (ie 160 becomes 80). Do it with the top Voronoi texture as well.

I also meant to mention that it looks as if it would take some time to do what you did and I applaud you for doing that. I wonder if I can somehow use that blender file to incorporate into my blender project to save me the time of (trying to) recreate it?

Select the cube from my file and copy it (Ctrl + C). then, open another blender file (your file perhaps) and paste it into the viewport (Ctrl + V). You now have that material in the new file. You can apply it to something else, and then delete the cube.

Also, if you want a fast way to make the texture "larger" (and I can't believe I didn't think of this before), just connect the "Generated" Texture Coordinate to everywhere I have "Object" connected (replace the connection). It's possible this may cause some stretching, but it also could be fine. Won't know till you try :)

Hi Chris,  I copied the material from your cube and applied it to my 'floating concrete dock' but found the overall effect to be darker than I would like. I then went back to your cube and dragged the sliders on every slider I could find (all colorRamp nodes) (towards the white 'end' and still could not get a lighter 'shade'. What do I need to do? Sorry I have never used nodes before.  Thanks

Don't worry about that -  Either add a Hue/Saturation/Value node right before the basecolor and  increase the value OR add a Bright/Contrast Node in the same place and increase the brightness.

Let us continue this discussion in chat.

Christopher sorry for resurrecting this thread/question.   I have forgotten how to apply the nodes you created to my docks.  I open your blender file and copy the cube (Ctrl C) from the viewport then open my blender file and paste it into the viewport. I then go to the node view (select shading) drag mouse around all the procedural nodes and copy (Ctrl C)  select my object go to node view, delete existing nodes then paste (Ctrl V).  I can then see all the nodes you created.  I return to layout and I cannot see the effect. Please sort me out. Thanks

I think that once you paste the cube into your file, it should automatically add the material (named "Concrete") to your list of "available materials". This list can be accessed by clicking the colored button represented by a globe and a down arrow next to the material name in the material properties tab. Just select the object you want the material on, go to material properties, click that button (browse materials) and select concrete form the list. It will replace whatever material you currently have in the material slot for that object.

Also, if you still can't see it in the viewport, make sure you are in Material Preview or Rendered Preview mode (Z button opens the selection pie menu).

Thanks Christopher. When I 'browsed material to be selected (lmb the downwards pointing arrow) and the list of available materials was displayed, I then selected concrete. As easy as that. I can't remember doing it that way before. Anyway this is probably the correct way. Thanks again. Something else (browse material) I have learned.

Christopher, I can't export the node material but rather than continue a discussion here posted a new question 'Node materials not seen in Microsoft Flight Simulator"


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How to create and export an object made from multiple other object
I have found a freeware object (car tire) which I am trying to create another object made from 5 of this object.
The object is an .fbx object which I import into Blender, change the dimensions to actual dimensions of a tire, Set the Scale back to 1 (using ctrl A), rotate 90 degrees then duplicate the tyre 5 times then make slight modifications to 3 of those 5 objects (tires) so that they don't all look the same. The next object is displayed with correct material on each one.
I then export this object but when I import it into my Blender project each of the 5 tires has lost its texture/material and are displayed in a purple like color.
What am I doing wrong? I feel that there is one or more 'parameters' which need to be selected in the 'operator preset' panel but I don't know which ones.
Lastly what action gets rid of all the dimension values displayed (near the tires - see below)

https://blender.stackexchange.com/questions/57531/fbx-export-why-there-are-no-materials-or-textures/57541

Duarte must love you. Whenever i asked a duplicate question he closes it within 1 minute.... ;)

When I entered the question (I wasn't sure how to word it or the correct phraseology) a number of suggested answers were displayed. NOT ONE answered my question. Maybe the 'search engine' isn't very smart?


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Change the image of the UV/image editor with python for 2.8
i want to change the active image of my uv/editor with codes, i dont know how to do this in 2.8
could someone help ?

Try this:
import bpy

for area in bpy.context.screen.areas:
    if area.type == 'IMAGE_EDITOR':
        area.spaces.active.image = bpy.data.images['Your_image_name']

Deactivate image in Image Editor
for area in bpy.context.screen.areas:
    if area.type == 'IMAGE_EDITOR':
        area.spaces.active.image = None

I needed this to work even if Image Editor is in different window so I used an additional loop for Bleneder windows:
import bpy
img = bpy.data.images.load('My Image.png')
for window in bpy.data.window_managers['WinMan'].windows:
    for area in window.screen.areas:
        if area.type == 'IMAGE_EDITOR':
            area.spaces.active.image = img


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Python: Change the texture resolution limit individually ? Per Material?
in simplify (propreties) we have the option to reduce every textures size that are higher that 2k, for example, to this same resolution. Is it possible to simplify individually an image texture? or every image texture from a material? via python of course.

you mean independently from the simplify ? just by changing image size ? If you are looking in to this I have a small experience since I did something similar before few years in order to bake textures and export them for webgl (DAE) with the minimum res I could afford for online apps.
there is a scale property in bpy.data.image object, according to this thread it must be relatively easy to implement it, although from a quick search I found out that this is only for new made images created in blender.
Thus for you will need an external module to accomplish it, so take a closer look on the second response which is mentioned also as the solution.
How to change image dimensions of a generated image from Python?


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How to make a proxy (low poly object just for display) in blender 2.8?
i'm wondering how to make proxies in blender.
in all other software, a proxy object is a low poly object displayed only in the viewport, for replacing a too demanding asset just in the viewport. in the rendered view or final render only the complex object is loaded.
like this example below.

How to do that in blender ? the technique proposed need to work inside of a particle system. display as bounding a boxe is not an option. the whole point of proxies is that it still give an idea of the volumetry your object is going to take in the scene.

Either by converting the geometry to a convex hull or using the decimate modifier to get an approx geo representation...

Thanks for the decimate modifier proposal. unfortunately decimating a tree look like a mess. and for the Convec hull it's a really good step to achieve the geometry but how to hide/unhide render and on a particle system.

It won't look 'pretty', but, maybe shrinkwrap a sphere or whatever around the object?...


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How to make an array on a curve always ending itself to the end of the curve (non-destructively)?
this is a reallys simple question.
how to make the count of this array of cube below changing itself depending on the curve length ? it could be done with drivers but it seems that there is now way to get the curve length non-destructively ? the non destructiveness is important because if i want to change the bezier curve later the array always need to end on the end of the curve.

There is a fit to curve option in the array modifier. It won't adjust the offsets, though.

If it helps, you can get the curve length with obj.data.splines[0].calc_length() (assuming the curve object with single spline)

thanks a lot. if thoses comment are posted as an answer form i'll tag them for sure !


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Consider a string as a python code?
I really searched a lot for an answer to this question. And i'm still stuck.
Let me illustrate the problem with an example.
i have set up a class system for scatter_01_...,scatter_02..,scatter_03... Till scatter_99_..
class ScatterPref(AddonPreferences):
    bl_idname = __name__
    addon_prefs = context.preferences.addons[__name__].preferences

    scatter_01_name                = StringProperty(name="Custom slot name",subtype='NONE',default="Custom01")
    scatter_01_type                = EnumProperty(name='Particle Type',description='particle rendering type',items =[('Collection','Collection','','COLLECTION_NEW',1),('Object','Object','','OBJECT_DATA',2),],default='Object')
    scatter_01_count               = IntProperty(name="Emission Number",subtype='NONE',default=1000,min=0)
    scatter_01_countispersquare    = BoolProperty(name="Emission Number is per square meters (be sure to apply the scale of the terrain)",subtype='NONE',default=True)
    scatter_01_countpersquare      = IntProperty(name="Emission Number per square meters",subtype='NONE',default=50,min=0)
    scatter_01_seed                = IntProperty(name="Emission Seed Value",subtype='NONE',default=5,min=0)
    #let say + 30 other parameters

    scatter_02_name                = StringProperty(name="Custom slot name",subtype='NONE',default="Custom01")
    scatter_02_type                = EnumProperty(name='Particle Type',description='particle rendering type',items =[('Collection','Collection','','COLLECTION_NEW',1),('Object','Object','','OBJECT_DATA',2),],default='Object')
    scatter_02_count               = IntProperty(name="Emission Number",subtype='NONE',default=1000,min=0)
    scatter_02_countispersquare    = BoolProperty(name="Emission Number is per square meters (be sure to apply the scale of the terrain)",subtype='NONE',default=True)
    scatter_02_countpersquare      = IntProperty(name="Emission Number per square meters",subtype='NONE',default=50,min=0)
    scatter_02_seed                = IntProperty(name="Emission Seed Value",subtype='NONE',default=5,min=0)
    #let say + 30 other parameters

    scatter_03_name                = StringProperty(name="Custom slot name",subtype='NONE',default="Custom01")
    scatter_03_type                = EnumProperty(name='Particle Type',description='particle rendering type',items =[('Collection','Collection','','COLLECTION_NEW',1),('Object','Object','','OBJECT_DATA',2),],default='Object')
    scatter_03_count               = IntProperty(name="Emission Number",subtype='NONE',default=1000,min=0)
    scatter_03_countispersquare    = BoolProperty(name="Emission Number is per square meters (be sure to apply the scale of the terrain)",subtype='NONE',default=True)
    scatter_03_countpersquare      = IntProperty(name="Emission Number per square meters",subtype='NONE',default=50,min=0)
    scatter_03_seed                = IntProperty(name="Emission Seed Value",subtype='NONE',default=5,min=0)
    #let say + 30 other parameters

The problem is that later i will need to use scatter_XX_... within the code.

if addon_prefs.scatter_01_use_band == True:
    print("hello world")
    #let say this is a super long script

and i'll need this code to work for every 99 scatter_XX_.. object.
to resolve this problem i would like to change the code easely and interactively witouth repeating myself exactly like we do with strings
exactly like that
def hello_world_long_script(variable):
    if addon_prefs.string_to_code("scatter_"+variable+"_use_band") == True:
        print("hello world")
        #let say this is a super long script

hello_world_long_script(05)
#now my super long script is easely manipulable.

i'd be really happy to adapt my code like it was a string. any idea on how to do that please ?

Just trying to clarify/understand what your goal is, here: are you really adding addon preferences that require 99 * 30 parameter fields? I can't imagine anyone using such a layout, it seems like too many fields. I don't understand what a 'scatter' would be (but maybe it's not releveant to explaining what this is doing anyway...) Finally, is there some strong reason why you can't just use a list? (each entry in that list would contain the fields for one item, i.e. name,type,count,countispersquare, 30 other things..?

I'm sure I've suggested using the basic python method  getattr to you before.  ie getattr(prefs, "somestringpropertyname", SomeDefaultValueIfItDoesn'tExist)

@acro could you please show a little example example for this case ?


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minimal ms between "despgraph_update"?
i use depsgraph_update_post to update my particle position.
what is the easiest way to  limit the update to a minimal interval of let say 500ms ?
i tried to play with import datetime or time, by surveying time.now(): storing it as a prop and do some deduction about how many ms passed between updates
i did a second attempt by launching a blender timer
But i'm almost sure that there's an way easier way to do this within python am i right ?

Can you please explain what the actual problem is that you're trying to solve? What is triggering the event handler at such high frequency that you need to apply the limit? Could it be that a more specific callback through msg_bus may be useful?

It seem that bpy.mgbus is a better solution. But there’s not info abo it it anywhere, possible to make it persistent ?


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Cycles - How to transfer information from a shader to another non-destructively ? (no baking)
How can we non-destructively (witouth baking anything into vertex color nor bitmap) transfer information from one shader to another within cycles ?
Here's an example :
Here is a simple proximity shader on my plane. and below are a bunch of instanced trees.
I'd like to use the black and white information from my plane to drive transparency on from my instanced trees location, how am i supposed to do that, non destructively (no baking)

If you are using particles to create the trees you could always set the objects to have a collision and to kill the particles

Hello, I have 2 comments : Using a Vector Math node set to Length will do the same as using Distance to 0,0,0. And : Why not using dynamic paint with vertex groups in this particular case ?

Girgious, the question is not about the proximity shader, dynamic paint solution may work with some vertex weight or colors in this case. the point of the question is how it's possible to transfer information from one shader to another. it could be anything, ambient occlusion, procedural textures etc...


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How to fill an open mesh which has multiple vertices
I want to fill in a mesh object of an open boat/canoe which has multiple vertices (26+) around the top of the object. What is the correct and/or easiest way to do this? In tried selecting every vertice on the top of the canoe one by one and then pressing F (fill) but it only filled in part of the area I want to fill (see image).

After much searching on Youtube I found a method to achieve what I wanted to do.
Select All
Edit mode
Edge select
Hold down ALT + SHIFT keys and left mouse click on one of the edges surrounding the 'open' area of the mesh object. This results in all the adjoining edges being selected.
Do the same for other edges around the area required until all edges are selected - I had to do this a total of 4 times for the canoe.
Press F to Fill.


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What are those black thin lines
I have downloaded a 3D model in glTF format.
When I import it there are HEAPS of thin lines in the form of a cross all around the model.
Could someone firstly educate me as to what they are and secondly is there an easy method to select them all to remove/delete instead of selecting each one individually and then pressing the 'delete' key. Thanks

I don't think that answers my question as I (don't think that I) have empty 'nodes'. I can manually select each one (lmb click) and then hit delete but I thought that there might be a way to get rid of all of them much faster. Does it matter if I leave them as when I select some of them when I delete them a part of the model gets 'moved'. As there appears to be a lot of components (nodes) which have animation attached to them maybe I should try removing those nodes first or at least the animation attached to them?

if these are empties you can select them all with Shift G > Type, but if these empties are used as parent of objects, as soon as you will delete them, the objects will be back to their original position, it may be what happens now. You could select all the objects and press Alt P (Clear Parent) > Clear and Keep Transformation, which will keep the objects at their current location

Thanks. I tried shift G > Type which gave an error 'No active object' so I then tried (select all) Alt P Clear parent and also Clear and keep transformation which made some changes but didn't remove all those thin black lines so I manually removed them one by one. I am wondering if because some of the 'parts' to the model such as rudders, landing wheels have animation attached to the nodes if that causes a problem. Tomorrow I will start afresh and select all the nodes which have animation attached to them and delete them and see what happens. Thanks again.

You can clean up all the ones that aren't used for parenting with this script.

Thanks for that script. That's something else I have learned about Blender (using scripts). I used to be a programmer and so might try and learn Python. It looks a bit like the Basic language I used to use 20 years ago.  First time using scripts and I followed a Youtube tutorial, opened a panel for the 'text editor' cut and pasted the script and then selected TEXT > Run script and nothing seemed to happen so either I didn't do it correctly or there were none used for parenting.


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How to match a color from an external image
How do I use a color in an image of a photograph (.jpg file) as the base color for a material to apply.
When I select the 'eyedropper' I can only select from something in the work area of my Blender object but I want to use a color from an image of a photograph.

You could import your image as a plane (so it's in your viewport) then use the eyedropper on it.

I didn't know about that. I had to ensure 'Import-Export:Import images as planes' (addons) was selected/ticked then its as simple as select Add > Image > Image as Plane and then navigate to the file and select it as you would know but something new for me.  Thanks heaps.

If you open your image into a Blender image editor window you can use the eyedropper on it.

@joshsanfelici Just my thought. No need for the addon, although I recommend enabling it.

Sorry Gordon I have forgotten how to reply to a particular comment so that person gets an alert that there has been a reply. Is it typing @ symbole followed by the persons name. I thought that it could have been simpler. Please refresh my mind.   I would like to know if there are any disadvantages in having too many 'addons ticked'.

@JohnArnold Hey John, yes it's @ and then followed by the name without spaces inbetween. Usually these addressing gets automatically deleted if you comment on someone's question or answer when you address the author of that answer or question directly because they get notifications anyway. Well, the disadvantages depend on what your computer is capable of. As a general rule I can only say, the more addons are enabled, the more things are slowing down your startup of Blender and they might use some memory while you're working. But complex scenes are more demanding I would suspect.


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How to prevent two Collections
I have created a model consisting of a number of mesh cube objects (resized etc) and have ONE collection containing each of the cube objects.
When I import an FBX object Blender places it into a new collection and I wonder if that is because it is an import rather than a new mesh object.
I read that a collection is a set of objects you define as being related to each other in some way and the imported fbx is related to everything else.
Does it matter that I end up with 2 collections? When I export my model as an extended gLtf file (for MSFS2020) two .xml file are created and while that doesn't matter I guess I just wonder if I can prevent 2 collections?

Oops it seems that I needed to hightlite the original collection before importing the fbx object. I don't know what in the past created a new (empty) collection.


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How to taper part of a tube
I want to create a 3D object of a street lamp pole - the tall ones seen on highways. The pole will be tapered about 3/4 of its length and the top 1/4 all the same diameter at the top of the tapered part.
I can create an octagon tube and then taper it however unsure how to taper just the bottom part and the top part the same 'diameter' as the top of the tapered part. I will also need to 'bend' the top part but think I have that worked out ok.I Also have the lamp housing worked out but just need to work out how taper part of my octagon tube with the top section not tapered. See attached image.

https://blender.stackexchange.com/questions/58564/curve-bevel-function-scale/58567 #4

Thanks for the link. I assume I would be using 'point' 5 however I am still 'in the dark'. If I start with a cylinder, how to I set points/vertices so that I can 'control' a part of the total cylinder? Do I apply a cut first? Regardless of the fact that I have worked out how to bend the cylinder and create it in the shape of an octagon I am still a 'newbie'.

I have worked out the method and nothing like what has been suggested. Mesh ADD Cylinder, select OBJECT mode, select top FACE of cylinder, SCALE to a smaller diameter (this results in a tapered cylinder), select top FACE (already selected), use EXTRUDE tool and add length. Beautiful (if I say so myself). I have inserted image of result in question.


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How to force Blender to use modified material image
After making lots of modifications to my model (after applying an image as a material) I decided to change part of one of the material images applied to PART of one of the mesh parts of my model. When I reopen (open recent) the changes I made to the material image are not there. I suspect that Blender somehow remembers what the image was when first applied. Is there a method to force Blender to use the updated image? Or do I need to start again using the modified image?

The thumbnails of images are indeed cached. But you should see the changes you made in the Image Editor when the image is displayed in a large size. There you also have the menu entry Image > Reload to force a reload from disk.

Thanks. I assume that the menu entry Image > Reload is only available in teh Image Editor? When I select the Image Editor (shift + F10) there is nothing displayed so I select (menu) Image and only New, Open and Open Cached Render (options) are displayed. I select Open, navigate to the image file which displays the image (and 'reload' appears as an option) then back Object mode and I now have the correct image. Thanks

If you not packed your .blend file, then you have to save manually the images to external files. Only saving the .blend file, won't save the image modifications. https://docs.blender.org/manual/en/latest/editors/image/editing.html#save

I made the changes to the image file using an image editor. I didn't make the changes inside Blender. Maybe I should have worded the question better.


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How to paint a 2D surface
I have a model which I want to modify the paint on part of it (see image below with area circled in red where I want to repaint part of the area using the same 'color' - current it has two 'colors' black and nearly white).
I am using v3.2 and opted to try to use the CLONE tool which doesn't seem to work with the 3d imager.
I have watched a Youtube video and assume that the author is using some other version as (using the 2D imager) he mentions that he selects Brush Settings and then Advanced and then he can select an image. I do not see that option (image).
If I want to simply remove MOST but not all the dark 'stripes' and replace them with the adjacent 'color' what is the method?
Thanks.

To paint just the selected mesh faces, I'd use the Face Select Masking in the 3d view texture paint mode to isolate the paint to only where you are wanting. There isn't an easy way to do that in the 2d image editor at the moment.

Thanks Craig. I will try that when I get back from a trip I start today. I noted from the tutorial I watched that painting using 2d image editor isn't easy however I still could not get to work what I saw. I am assuming that I need to use the 2d image editor as I could not get to work what I saw being done with the 3d image editor - my model is of an aircraft which I assumed would be a 3d image, can you tell from the image I posted? Thanks again.