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Distributed points with Geometry Nodes on an animated armature popping in and out?
I'm trying to generate instances using geometry nodes on an object with an armature. The problem is that any pose changes make the instances unstable:

I get the underlying issue, geometry nodes distributes points after the armature, so it treats any change to the object like new geometry. Is there any way to "lock" it?
I tried separating it, by distributing the points before armature in the modifier stack, using a capture attribute for the points, and then having a second Geometry Nodes setup after armature modifier to instance points with that attribute. But it doesn't seem to work. I also found a similar question here, but the solution to use Raycast node doesn't work for my use case.
Does anyone know if it's possible at all?

https://drive.google.com/file/d/1KkZRnCHR18B9flbSFph1zeSx5W6K50vf/view?usp=sharing

can u pls provide your blend file. I tried it out and it worked for me.

thx for providing the file. For me it looks like a bug...So you could go to Help->report a bug.

I've had a play and can't find a getaround (That's not to say someone else won't).. I resorted to the old toolkit. 1 Particle System all on frame one, rendering 'Collection', to scatter. 2 'Make instances Real' in the particle modifier, then mod. applied. 3 Object mode, instances selected, mesh active, vertex parenting to (default nearest) triangle, (can all be done at once). If that's acceptable, could post as an answer.. Non-deforming instances, stuck to surface.

yeah, those are nice solutions, but I was hoping to find out if there's a way of fixing it within geometry nodes. Using a particle system works, but it's overall much more limited than nodes. Thx for the suggestions tho.


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Issue with texture painting
I have multiple walls that I'm trying to texture paint. Each has its own material assigned to it. But they use the same image texture. when I go to texture paint one it affects all materials using the same image texture.
Is there a way to make it only effect just the one? Or do I need to increment my image texture for each material?
The need to increment each texture just seems a bit unintuitive where I am already incrementing the materials. Just curious if there is another option.

What do you mean by "incrementing"?

Hello and welcome. Please use a title that matches the content of the post. It should read like a question, be descriptive but succinct, unique and identifying, summarizing the problem so that anyone searching for similar issues is likely to find this. Remove anything superfluous, avoid using words like "this", "help with", "issue" or "question about", instead describe what "it" is. Remember, your title is the first thing visitors see, answers you get depend heavily on it. See What is the problem of asking “How do I do this?"

It's not the materials that matter here. You could use completely different materials, or the exact same. But if they use the same texture file and your objects' UVs overlap each other's, you will have issues. Either use different textures for each object, or use one but make the UVs do not overlap.

That’s what I figured, I’ll have to increment the texture file name. I’m trying to avoid stretching the texture out too much for my walls so adjusting the UV isn’t an option for me right now. Thanks for the answer.

You don't have to increment anything - you need to rethink what your texture and materials needs entail. You can get away with making ALL of your geometry first, and then set up your texture to encompass all of the wall geo like a texture atlas or you could set a single texture for the wall geo and per material use a secondary image texture or procedural texture to affect that wall texture per material. Ideally, you should only texture altogether once you are done modeling.

source: Stack Exchange

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

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Branching Direction Deviation as in 'L' System
I'm hoping someone smarter can accomplish this with fewer nodes.  Branches on most plants deviate direction when they split.  An 'L' system mimics this behavior to some degree however it is common for there to be only 1 level of branch splitting along an entire parent branch.  This solution solves this but at high cost.

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


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Intuitive way how to apply modifier yet keep the original model
Oftentimes I end up wishing I could apply a modifier yet keep the original model. For example, I used a difference to create a hole in an object and now I want to edit the face in the hole, yet I want to keep the modifier in case I move the hole! See image, hole is highlighted in green.

I cannot edit the faces in the hole unless I apply the modifier. Is there a way to apply the modifier and keep the original object? I would be somewhat okay, if on change of the original object, the changed faces would reset, as it is ( I think? ) impossible to apply the same changes again to the new object. But of course, if the changes would stay too that would be great,
I am functionally looking for something like duplicating the object, saving a copy somewhere safe, and applying the modifier to the original. If I want, I would like to be able to revert the original object to it's saved state from the copy, before the modifier application.
Thanks!

No, you cannot edit procedural not "really" existing faces manually. You can change modified faces by other modifiers, since they all create procedural effects... for example first increase the resolution of an object with a Subdivision Surface modifier and then deform this highres mesh with a Displace modifier. But manual editing is not possible. You could only keep a duplicate with unapplied modifiers.

@GordonBrinkmann that seems to be a full answer.

This sounds like the XY Problem , what you want is not possible. There are however many different ways to build a model that would allow easy placement of the edited face according to some other object, if you tell us what your goal is, rather than your proposed solution.

It's a congregate of differently situations. Most recently, I needed to apply different materials on the new faces. But it's a problem I'm hitting regularly


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How to create a railing using geometry nodes?
I want to create something like this using geometry nodes to make it more flexible, currently im using array modifers.

Now I have a bezier curve and a setup to add posts in it, but the problem is I don't know how to add the railing part. Here's my current node setup.

There's a YT tutorial here. You can just leave out the chainlink section.

You just have to add a Curve to Mesh to your curve, with a Curve Circle as profile. Is that what you are looking for ?

Thanks for these comments, after following the tutorial alongside lutzi's comment, i have finnaly made it. Im new to geometry nodes, sorry for this question.

@Shinzef There is no reason to apologize for a question asked here (except perhaps if you are causing trouble). Your question is welcome, and if you have an answer yourself: even better! Then you are invited to write the answer yourself underneath, mark the answer as “Accepted answer” and then the question will appear as solved.


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Instance scaling up randomly with no random node using geometry nodes
I've been trying to make some capsules distribute on a surface, and it seems to be working fine, but the scale is weirdly skewed, as some of the instances are scaled differently from my actual model, and I have no clue because I'm not doing anything with the scale.

You have to apply scale : CTRL+A > Apply Scale.

I'm not doing anything with the scale.

Yes, you are. The object is not at 1, 1, 1 scale:
You even have this non-default scale being expressly used in the geometry nodes, which I think is squaring it and making the deformation worse.
Try cutting that link (I believe it’s Ctrl + LMB and drag over the wire), or I think you could possibly invert the vector to un-scale the instances instead of double-scaling them (not sure if there’s a node to do this), or just apply the scale to the main object so that it is 1, 1, 1.


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Meshes intersection
Good morning everyone!
I have a fundamental problem with combining two meshes to create a single one. Despite all the guides i've consulted on boolean operators and how to join vertices, i don't get the result i want so i'm definitely doing something wrong.
This is a sphere that i would like to join to another mesh, as you can see from the image. I would like to keep the sphere inside the mesh, eliminate the highlighted external portion, and then join the vertices to have a single connectivity matrix without overlapping faces/nodes.
I kindly ask you for help. Thank you!!

If you're trying to sculpt these two then you could probably just join them in Object Mode with Ctrl+J and then run the remesh operator to unify the geo. Have you tried BoolTool yet? It just makes the normal Bool modifier workflow in Blender a little bit easier, but it's built in and ezpz.

Yes i tried to join them in a single object and remesh but then some holes form where the sphere intersect while i would like to keep the shape intact while having the sphere inside.

Hmm, Can you share your Blender project file? Instructions for sharing.

Sure, link

I was able to Boolean the two objects together pretty easy. Make sure you enable BoolTool in the addons menu, that makes that alot easier.

Also the Ctrl+J -> Join, followed by Sculpt Mode -> Remesh method seems to work fine.

Result:

Yes it does perform the remeshing but the sphere inside disappear. How can i keep it?

Then you just do ctrl+J to join the objects. No remeshing.

Let me explain better what the problem is.
I'd like to merge the mesh and the sphere into a single object by deleting the portions of the sphere that are outside and then connect the vertices. This can be done with an intersection, but the result is overlapping faces, and i don't know how to get rid of them to connect the vertices. Thanks for your patience.

Do two boolean operations. One intersection to get the part of the sphere inside the bigger mesh, then do a difference mod on the bigger object with the sphere object to "clear space" for the intersecting object to sit.

Thanks for the answer. The intersection works pretty well in excluding the outer parts of the sphere, but then the difference does not delete the intersecting faces; they are just fragmented, probably because the mesh doesn't have a thickness. I honestly don't know how to handle this.

Yeah I think your problem is you're using the same object being booled to then bool other objects. Duplicate each object so that you have two pairs; Big one intersecting small one & small one subtracting big one. Don't use the same big one in both operations.


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How to change number of vertices (and other parameters) of primitives in blender 4.2
For some reason, in this particular project, each time I add a primitive the normal 'pop up' menus no longer appears. Is there a fix?

It's hard to tell without having your actual copy of blender, but if it helps your search, that "little pop up" is called the Operator Panel.

It's called Adjust Last Operation and you must have disabled it in View menu in the header of the 3d Viewport:

You could also just call it when needed from the Edit menu of the main window

or with  F9  if you prefer it disabled in the viewport or any other editor, even the ones that don't come with a View menu in their headers and happen to have operators with adjustable options:


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Instanced Branch Bending
This questions is an expansion of this one.
Vector rotation of branches on curve with rotation
The solution to falls apart as soon as you add a layer of instances - branches on branches.  I cannot find a way to curl branches up/down along the trunks.

I think this is the answer - but would love to know if there's a 'simpler' way as well as some explanation of why the first realize instances node is required.


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user preferences resolution
The highest the resolution will go is 4, the default is 90, tried changing it but reverts back to 4,I'm using the latest blender version on a windows 10 (Home) laptop
Any ideas on how to change it back, without reinstalling blender, have tried the repair option but this has no effect.

What kind of resolution are you referring to? There are about 6 or 7 different kinds in Blender alone and none of them have any relation to eachother. SubSurf Modifier Viewport resolution? Remesh Voxel resolution? Final render output resolution? Smoke sim resolution?

Please clarify your specific problem or provide additional details to highlight exactly what you need. As it's currently written, it's hard to tell exactly what you're asking.

Got it sorted, my mistake default is 0.90, can reset to this and all ok


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What does the distance in Voronoi texture node do?

I was following a youtube tutorial but I could not find what the distance in Voronoi Texture node do here.
The video tutorial link:
https://youtu.be/__Q5X1S0EEg?t=148

Some nodes like the Voronoi have changed between the Blender versions 2.81 and 2.83. In the tutorial Blender 2.93 is used. It looks like you have an older Blender version. In Blender 2.83 the Voronoi node looks like this - (not sure if this is really 2.83 and the documentation is up to date?) Try to use the option "Actual Distance" and use the Color output? Or update Blender ;-) Here is a short overview of the changes: https://youtu.be/F2edriq1PAQ

@Blunder thanks for your comment and my blender is 3.1

Are you asking what the distance output produces?  Voronoi generates a random array of points, called features.  "Distance" is a measure of how close a point in space is to a particular feature.  How it is computed depends on the 3rd input parameter to the texture.  In Blender, the feature closest to the point is used.  See Voronoi Texture Node which will lead you to Worley Noise that contains a better description.

https://blender.stackexchange.com/a/229146/110840

Blender 3.1's Voronoi node makes procedural Voronoi diagrams.  When the F1 feature is selected the Distance output of the node makes a grayscale diagram with the darkest points the location of each cell's seed, and the bright lines the furthest away from the seeds as calculated by the selected metric (Euclidean by default):

The tutorial you've referenced uses the Voronoi node's Distance output as a heightmap to help create a mountainous terrain, with the bright cell borders making high ridges and the dark cell interiors making valleys:

Please note that the Voronoi nodes above are identical, I've used two here for clarity -- best practice would be to use the same Voronoi node for both the Surface and Displacement branches.


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Render from command line different (and bad) compared to render from GUI
I'm on blender 3.2.2 and I'd like to use SheepIt and/or Google Colab to support my render.
The scene uses Cycles @ 2048 samples, no de-noise, output PNG without compression.
The main features of the scene are a principled volume shader for the fog, a spotlight from behind and an emitting plane from the front in order to have just a little bit of lighting for the foreground.
When I render on my Desktop (RTX 3080 (Laptop)), I start the render process from inside blender (GUI). The result is as follows:

I send the project to SheepIt and it was a disaster, but that is a different story...
Anyway, the frames were rendered as follows:
https://youtu.be/bA8sypsqglE
One can see that SheepIt required me to tile the rendering in order to get decent render times.
Firstly, I belived that the tiling would lead to this unexpected result, but then I tested a render on my RTX 3080 Laptop from the command line with the command
blender -b $filename -noaudio -E 'CYCLES' -o "G:\wolf_spot_" -s 157 -e 158 -a -- --cycles-device CUDA
and it led to this:

Obviously, the bad render result from SheepIt was not due to the tiling, but I suppose, because rendering there is also via command line and something is going on, when its done this way.
The resulting question is, what I can do (either in my .blend file or in the command line) so that I get the same result as by rendering in the blender application GUI?
An additional information:
I have a slightly different .blend file of the same scene, which uses a volume scatter node instead of the principled volume. Also the lighting is a little bit different. When I render this via command line on Google Colab (NVIDIA P100 GPU), it looks like this:

So this command line render is just working as expected...

It's not GUI/CLI that is causing the problem, but it is CUDA/OPTIX...
In Blender, I have set up OPTIX as render device. When I change it to CUDA, I get the same result as my render on the CLI with the "--cycles-device CUDA" option.
Vice versa, if I change "--cycles-device CUDA" to "--cycles-device OPTIX" in the command line, then I get the good result that I'm looking for...
I thought that CUDA and OPTIX should yield the same results, with maybe very slight differences....
What are your thoughts? Is this a bug in the CYCLES renderer?


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Material makes one side of the object go black no matter how I turn it
When I use this material one of the sides of the mesh turns black. When I turn the object the side that was black aquires color but the one that replaces it goes black. Other materials work fine, but this one doesn't for some reason.
Object from one side:

The same object from the other side (camera position doesn't change):

Shaders:

Hello, are you sure that you're using the Bevel node correctly? It is supposed to be plugged into the Normal input

@moonboots If I plug it in the Normal output the mesh is just white. I am following this tutorial: https://youtu.be/EQ149bMtKRA?si=oRF-qejyVzHbhLsU

You should have put the information about the tutorial in the question, because otherwise nobody knows what you tried to create there since this is not the "intended" way to use the Bevel node. Anyway I guess my answer should provide some information to get it to work.

Sorry to say that, but you have to pay closer attention to the tutorial (and I do not consider it a beginner tutorial since he does not explain each step). First of all, the result of the Mix Color node is not plugged into the Base Color of the Principled BSDF - it is plugged directly into the Material Output node to preview it.
But there are things he does explain: the Radius on both of your Bevel nodes are the same - he sets the second one with the lower Sample number to a radius of 0. Then your Mix Color node is set to Mix, he sets it to Difference. Apart from all that it would still look incorrect, because you are in Material Preview mode in the viewport, while he is in Render mode. The Material Preview uses EEVEE, but the Bevel node only works in Cycles.

The bevel node works by finding the face normals of your mesh and interpolating between in sharp corners. Normals are just vectors that point directly away from the surface of your mesh. Vectors are commonly represented as RGB values. Which is the color you're seeing on your mesh.

This is just on the "all-positive" side of your mesh. Vectors can point in negative directions. But all colors can only be represented by 0 or positive values. The black is just you seeing a negative vector.

You can tell this because the colors come back when you run this into an "Absolute" node to get only positive numbers.

The bevel node is not meant to change the color of your mesh. Make sure it's plugged into the normal output. If you're not getting the beveled edge effect try increasing the radius or making sure your scale is applied with Ctrl+A.

The Bevel node in the tutorial is used to create edge wear, and even though it is not "meant" to change the color, it can be used as that - although in the tutorial this is only used as preview to show the output and then later used as mask. So what you explain here is the "standard" use maybe, but has nothing to do with the tutorial and is not the issue Chapotle is facing here.

Well his question is asking why the bevel node makes certain faces black no matter which way you turn it. This definitely answers that. But yeah I didn't watch the tutorial he was referring to. Ain't got time for that. Lmao.

I know the tutorial  His main problem is that even when he sets everything up like in the tutorial it will still show black, because he is in Material Preview and the Bevel node is a Cycles only node, with Eevee it will give either no or incorrect results, which is not mentioned in your answer.


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Normal map reflection
hi I have a problem with blender 4.2 I animated an object so that it can rotate on itself but the normal map rotates at the same time and gives a weird result, is there anyone who has a solution please?
this is a footage of my problem :
https://youtu.be/-ITkBf6orJc

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

@TheValox63 can you follow the instructions in the link Instructions for sharing. Blend-exchange is specifically designed to share blender files on this site, and you also didn't pack all the images into your file.

@TheValox63 the problem was not the Normal Map node settings (it's in Tangent Space mode which is OK) but the Image Texture node settings   ;)

I closed the question because this post in itself lacks details like for example there is no file attached to the post.

Switch your Image Texture from sRGB to Non-Color:

thank you that fixed my problem !

@TheValox63 Hello and welcome. Please don't just reply "Thanks" as an answer or comment, instead upvote the post that helped you. If you feel it completely solved your issue consider marking it as accepted.

And as a rule of thumb: any image texture that isn't used as base color in your shader should be set to "Non-Color" Color Space. That includes normal maps, height, bumb, specular, metallic, etc...

@TheValox63 If this solved your problem could you please click the checkmark to the left of moonboots' post so we can close the question.


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Blender 4.2 - how to change speed of animation several times
I am using Blender 4.2
I am working on simple animation project. What I need to do is to change speed of the object which follows the path (on the object is constraint for following the path) on several sections. So for example between frames 10 - 20 object should go slower, then from frames 40 - 70 should go faster and I would like to slow it down again between frames 90 - 100.
There are some solutions on the internet, but mostly for the older versions fo Blender - things obviously changed a lot between versions and I am having a hard time finding controls in latest version.
Is it possible to do this in Blender?


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Need help lighting object in EEVEE
When I try to light this object, small dots of light are only visible. I have ray tracing enable and I just what to get smooth lighting to occur. Any suggestions?

Make a cube, and edit it to make it surround your model. Then in object mode, look its dimension in the sidebar, near the scale values. What are the dimensions? Then, what are your light's size and power properties?

After surrounding the model with a cube, it appeared to be 18 meters in size, which was unexpectedly large. I had to increase the light source to approximately 116.7MW to properly illuminate the model.


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How can I fix this edge distortion problem on a hollow cylinder?
This may be a silly question but I'm just starting out, I am just playing around with shapes as I want to make some 3d art. To cut to the chase I want to cut a cross section of a cylinder similar to when you cut a carrot or chive on an angle.
The problem I encounter is after I create the cylinder and cut it using the bisect tool or translate the cylinders edge I get an odd distortion instead of a clean flat cut. I'm sure I'm missing something but I'd just like to know what.
In addition, I made the cylinder by creating a curve from an edge> object data properties>  increasing its depth in the geometry/bevel tab> making it a mesh> solidifying it.
A few screenshots below demonstrates what I mean and I've pulled a random photo off the internet showing what edge I'd prefer.
Thank you and any help will be greatly appreciated. :)

One way to do this would be to use a mesh cylinder that you have Ctrl->A applied scale and rotation to:

Remove the end faces and use a solidify modifier to give it the wall thickness wanted and then apply the modifier:

Add a plane and rotate it to the angle wanted and Ctrl->A apply rotation. Then move the plane to where you want to cut the angle, select the cylinder and use a boolean modifier to cut the end:

Result after applying the boolean modifier:

I thought there would be a good simple explanation to this. Thank you very much for your help!


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Video render is splitting the final video into chunks
I'm totally new to Blender, specifically the video editing aspect to it, so I apologise in advance if I've missed something monumentally obvious.
Basically, I have edited together a video using multiple video, audio, and image files. I've managed to get everything looking, working, and sounding how I want. I've gone to render the video as a FFmpeg video, but when it renders, it gets about halfway through before splitting the video.
What I mean is, I can see where it is exporting it to (my dekstop), and it's one file, but at about 50% of the way in, it stops and begins to export the video into a second chunk, now a second file on my desktop. I rendered another video using the exact same technique the other day, which is roughly the same length, but that was only one file.
Please help!

Hello. Go to Render > Encoding and see if Autosplit Output is unchecked. Just a guess.

It was; I've unchecked it and have begun rendering again. Fingers crossed...?

Thanks @LeoNas that was the problem! Phew, got me worried there, although I don't know how it became checked between finishing one video and rendering the next, as I didn't alter any render properties.

Posting my comment as an answer...

Go to Render > Encoding and see if Autosplit Output is unchecked.


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Why is working with material on eevee so slow?
I have been moving to Blender 2.8 and am really impressed by how accessible the software got now. Initially it also was quite responsive and swift, but for some reasons I am running into trouble lately. Working with materials in general and with the BSDF Shader in particular became so sluggish recently and sometimes the system completely locks up even in absolutely basic scenes in Eevee.
The first days I could render scenes in an instant, but now Windows 10 does often not respond any longer.
I had re-installed 2.8 already, but no change.
My system is an Intel Core i5-3470 CPU, 3.20 GHz
16 GM RAM
NVIDIA GeForce GTX 1050 Ti
I am sorry, if this has been asked before, but I am researching for weeks now and still couldn't find anything similar regarding 2.8. It seems there had been such an issue on 2.79, but not for 2.8.
Thanks in advance for any hint in the right direction.

Your system should handle Eevee like a charm. I've got the same config but with only a 560Ti and it works fine. Maybe something is wrong with you GPU drivers ? Did you tried it under Linux ? (Don't install a full Linux, just boot on some Ubuntu live usb)

Thanks for the quick feedback. That's a relief to hear the system should be sufficient. Good point, maybe it really is related to the GPU drivers. I will have a try and also look into this Ubuntu idea. Thanks again!


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Is there any difference between "triangulate faces (Ctrl + T)" and "triangulate modifier"?
Is there any difference between "triangulate faces (Ctrl + T)" and "triangulate modifier" ?

Afaik no except that modifier is procedural like any modifier

Traingulate modifier is non-destructive (it's a modifier) and you can choose which faces to triangulate based on their number of edges (i.e in some case you only want to triangulate ngons but not quads, like after a boolean operation that leave you with a messy mesh a part of your object and you don't want to spend time fixing it)


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What's wrong with my high & low poly models?

Can anyone check my blender file and my models (high and low).
Why i always getting weird artifacts after baking high on low In Spainter and how can i improve them (topology, UV map etc) ? I cant understand whats the problem ....
P.S / Why its so annoying to do this baking process especially normal maps..
Like litteraly every model im trying to bake has some issues in Spainter weird lines, black areas etc ... Can anyone enlighten me what im doing wrong

People thinks baking normal maps is just a basic step, but really it's not, there is a lot of theory to understand here if your model is even a little bit complex. Just taking a quick look at your files, your low poly isn't a contiguous object, it's made of several parts that aren't linked together, same for your cage. So when the rays sent from your cage towards your low poly reach an intersecting parts the result is artifacts. Your geometry is all wrong, no way this is going to bake properly unless you restart from scratch with proper hard surface modeling techniques (quads, no intersections, support loops...).
On the bright side your UVs looks good! Maybe start with a simple 2 parts model, try to explode it and bake it properly, to help you understand the theory with less possibility for failure. Take it slow and make sure you get it.
But first read this, those 2 posts are basically the Bible of Normal map baking for all 3D softwares and will teach you all you need to know:
http://wiki.polycount.com/wiki/Normal_Map_Modeling
http://wiki.polycount.com/wiki/Texture_Baking

This guy didnt have a contiguous object too (https://www.youtube.com/watch?v=wK7vd10Uh4k). Just followed the tutorial ... Thx for answer though

He is baking in Substance Painter which has an option to bake normals based on mesh name or ID color. This is exactly like exploding a mesh for baking. You can have a non contiguous object as your low poly (of course) but you need to explode or do it with a software that support this kind of baking like SP. Hope this help...


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Blender 4.2 EEVEE strange red dots appearing on the edge of the object surface
When using Blender 4.2EEVEE, strange red dots will appear on the edges of some models. These red dots will gradually appear and flicker when the view is zoomed in on the model.

Hello, maybe tweak the Clip Start and End values in the N panel > View?

I tried it, but the problem still exists. This problem has nothing to do with the view.

I found that most of the models that cause this problem are "skinned" human models, and I don't understand why this happens.

It could look like an issue with alpha straight/premultiplied, are you doing any shape or form of compositing, i.e. playing with transparency, combining images or layers, ... ?

I rarely combining, so I don't think this is a problem.When I use EEVEE's "Ray tracing", this problem will appear on models with skin shaders. This problem will not occur if it is not turned on. It should be turned on for better effects, not sure This "Ray tracing" is not a replaced version of "screen space reflection".


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How do I create a curved edge onto my cube?
I am trying to create a cube with extruding parts, and the edges of these extrusions should be curved on the inside, like in the image

Here is what I have modeled

Use the bevel operation (Ctrl B)? Also, do you need so many subdivisions?

I don't quite know how to use the bevel thingy in this case, I am quite new
And no, probably not but it works

You can select all and X > Limited Dissolve in order to simplify the topology, remove the front face, select these edges:

Bevel with CtrlB, in the Operator Box enable Clamp Overlap and increase the Width until it clamps:

Select all and press M > Merge by Distance to merge the overlapping vertices:

Select the edge loop with AltRMB to fill the front face again:

For your current object, once you've dissolved you can't avoid having some edge remaining, just correct the topology a bit, make sure that you don't have adjacent or overlapping vertices:

Then you'll be able to bevel correctly (no need to remove the face like in my screenshot), at the end don't forget to select all and M > Merge by Distance:

When I try to use limited dissolve, it always gets these little areas that wont dissolve, making the beveling not work properly

could you please share your file? read the instructions: https://blend-exchange.com/

I am not at home right now, but the way I do it is I take a cube, subdivide it a few times, extrude the edges, then try to use limited dissolve. The areas that do not dissolve arent consistent and dont always hinder the beveling, but it is regardless rather odd

I'm not sure what's happening, it should work, please share your file just before you're supposed to bevel

Alright, give me a second and I can send you a recreation of the file, I still don't have access to my home computer but I've been able to recreate the problem here
Side note, how do I attach a file to comments?

read the instructions here: https://blend-exchange.com/ or use a platform like workupload

Here is the file before dissolving, if I did this right

I've edited my answer, I hope it helps


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Using Asset Manager Blender 4.2.3 LTS
I'm rather new to this and find myself getting hung-up on silly Things like:
I created an Asset Library from an existing Scene. I assigned a file Path in preferences.
When I create a New Document, I can see the assets, Textures, Etc. in the Asset Manager,
yet when I drag them into the New Scene, I don't see the Placement Grid and they are
automatically placed in the same location as the Scene that came from. At this Point, I
can not move or alter them and if I try to unlink them, they disappear.
I understand that I'm likely overlooking something very basic, but any help would be greatly appreciated.

This is great information. Thank you. However, how can I tell if they are grouped ? And How do I un-group them ? The collections they're stored within do not have the Asset Symbol.

... I've discovered that by duplicating the object, and making that as an Asset, It is now editable. (and I get the Placement Grid ) In the Library, the new Asset now has an Icon in the upper right hand Corner presumably denoting that it's editable. Do I have to do this with every Asset, Texture and Node Group ?

i edited my answer to explain asset icons. For the rest of your first comment, that would require to see the objects in their original file (rmb the asset in asset browser > open blend file) then screenshot the outliner from top parent to objects you want as assets and [edit] your question to add the screenshot

Since your objects get placed in different locations instead of where you dropped them, I reckon you have the objects in a collection, and you marked the collection as asset.
AFAIK the placement grid and bounding box' corners overlay, as well as snapping the dropped asset on vertices, is only available with object-type assets:

It isn't available on collection-type assets for now. Hopefully in future Blender versions.
If you want each of your objects to be an individual asset, you should mark the said objects as assets, instead of the containing collection. Use the collection only when you have a bunch of objects that make up an asset (like a couch, or a character with its animation rig).
As to why you can't move your objects, it's probably because they are within a collection and that you linked that collection into the scene. Blender offers multiple ways to "import" data from another blend file, mainly link and append. The asset browser lets you chose once for all in the preferences, but also dynamically in its header:

Link is basically a non-modifiable instance of an asset. It is loaded once in memory and can be reused as many times as you want with no extra memory cost, bus isn't modifiable (unless you add a library override on it to unlock some of it).
Append is your regular import that creates a full copy of your asset into your current scene. It is fully editable, but costs its full weight of memory.
Hence, you need to think wisely how your multiple-objects assets are gathered or not into a collection, or using armatures to place their individual parts, or use either link and append.
Assets Icons
Icons to the bottom left corner tell the asset type:

Mesh objects have mesh objects icons, collections have collections icons, and you have node groups, actions (poses/animations), materials, ...
The top right icon of a file with a pen tells the asset is from the current file:


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Missing Bricks Mask Texture with pbr Material
I am trying to recreate a Brick material where some Bricks clusters are missing.
Real life example here:
I am using two PBR Material (Brick and plaster) from Poly Haven. I got it working with a noise texture, as an Input for the two textures and an inverted Displacement for the Plaster Material to create depth.

But I want only full Bricks to be missing.
Is it possible to maybe combine an overlaying brick texture with a noisetexture to create such a mask?
Any help or Ideas are welcome!


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Is there a fast way to get all visible objects in camera's FOV that occupy over a certain size
I would like to get a list of all of the objects visible to the camera that occupy over a certain area (let's say a 900px area for a 1920x1080 resolution camera)
Currently I have the following code which gives out a list of objects visible to the camera but this doesn't let me filter by size.
    def is_object_visible(self, obj):
        scene = bpy.context.scene
        camera = self.camera
        # Check if object is not hidden
        if not obj.visible_get():
            return False
        # If object has no geometry, skip
        if obj.type != "MESH":
            return False
        # Check if any of the object's bounding box corners are within the camera's view frustum
        obj_bound_box = [
            obj.matrix_world @ mathutils.Vector(corner) for corner in obj.bound_box
        ]
        for corner in obj_bound_box:
            co_ndc = world_to_camera_view(scene, camera, corner)
            if 0.0 <= co_ndc.x <= 1.0 and 0.0 <= co_ndc.y <= 1.0 and co_ndc.z >= 0.0:
                return True
        return False

Some of the approaches I've seen online, like doing an id pass 10x my render time. Any suggestions would be appreciated
Thanks


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Can normal map smooth hard edges?
For example i have 2 models. One low poly and second high poly. Low poly has hard edges. High poly after subdivision mod will have smooth edges at same position where lowpoly has hard edges. After baking "high on low" in Substance painter can normal map (from high poly) smooth those hard edges on lowpoly ? Or u need to smooth those hard edges on low poly manually with bevel, smooth shading etc. Can normal map do fake smoothing ? Or normal map can only add fake bump ?

Yes, a normal map can do "fake smoothing". A normal map changes how light interacts with the surface, specifically the angle at which it reflect. So a normal map can make light reflect off a hard edge as if it was a rounded edge.
The limit is that it will not change the silhouette of your object. So, if you look at a hard edge from the side, you can still tell it's a hard edge with a normal map. However, if you can model and texture well, these problems can often be mostly dealt with.
Just in case you don't know as well, Blender can 'bake' normals from high poly to low poly objects as well, in case that would help you.

mmh for example if you bake a rounded cube on a basic angular cube, it won't give nice round angles, so I think what you say has its limits

So u need to manually rounded those edges on low poly (cube) anyway

I would say yes but you should provide an example

The trick to getting clean edges is as follows
So lets say we have a cube as  our low poly object and another cube with sculpted detail at the edges of the cube as our high poly mesh. First mark every hard edge as a seam and unwrap. Make sure to increase the padding in the unwrap settings to something like 0.01. The bake the normal map in the software of your choice (if you have the money don't harm you mental psyche and use a proper program for baking like marmoset or substance). Now for the most important thing make sure the normal map is set to Non-Color. It will look terrible at the edges if this is forgotten.
Some extra things that could fix baking problems
Have a material on the high poly object. Make sure the cage object circumferences every part of the high poly object. Make sure that all normals are pointing in the correct direction. Make sure the shading is correct in blender before baking. Shading can be corrected with Normals > Average > Face Area, Normals > Merge and so on (Alt+N).
Some baking info
For baking one needs a detailed object(the high poly object) an optimized version of that(the low poly object) as well as a cage that is made out of the low poly object and scaled up to circumferences the high poly object.
When baking in blender the high poly object needs a default material however when using marmoset for example the material can be ignored. The low poly version needs to be UV unwraped but the high poly object doesn't need to be UV unwraped. No matter high extreme the detail, everything can be baked, the question is does it make sense. Baking is essential in the games industry.


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How to fix model after subdivision surface mod?

1) How do i fix those 4 holes after subdivision mod / loop cuts, edge split and bevel mod doesnt help either
2) And also how to fix whole model after this mod so it will look smooth and clean without deforms.
P.S Holes made with boolean mod

HI. Please don't ask the same question multiple times in future. If you need to amend details, you can use the [edit] link below the original question.

Try to avoid ngons because it will mess up your render, especially if you use Subdivision Surface as it will try to smooth the shape between the faces. Try to keep only tris and quads.

I kept all your vertices but you don't need so many, for example to make holes, 8 or even 6 would be enough. Here a nicer topology for a hole:

I would suggest using the option Simple rather than Catmull-Clark in the Subdivision Surface settings. This will not change your geometry while also adding extra divisions.


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What are the differences between mark sharp & edge bevel weight?
When to use "mark sharp" instead of "edge bevel weight" and vice versa ?
When to use "auto smooth" instead of "shadow smooth" and vice versa ?

I don't think shadow smooth is exists in Blender. If the object is in "Shade Smooth" and Auto Smooth turned on every edge will be smooth below the "Angle". If you mark sharp edges they will be sharp even if they are below that value. Bevel weight is a parameter of the Bevel modifier.

The Mark Sharp option is used with either the Edge Split Modifier or when using split normals. It tells Blender that the edge you've marked should be treated like a perfectly sharp edge with no smoothing.
The Edge Bevel Weight is used with the Bevel Modifier. It tells Blender what the relative widths of the edges should be when you use the Weights option in the modifier.
Smooth Shading should be used when you want your entire object to be shaded smooth.
Auto Smooth should be used when you only want sections of you mesh that are already fairly smooth to be shaded smooth, and edges that should look sharp to stay that way. Say you have an object that is mostly smooth but has a few ridges that should be really sharp looking. Using Auto Smooth, you can set edges with a certain angle between them to be kept sharp, while smoothing all the rest.


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Call custom menu action using python
I'm using Blender 2.80 with an add-on (not developed by me). This add-on add some new functionalities and allow the user to export the scene with a custom extension (to do this it add a new option in File --> Export).
Now I'm developing a new python script able to open a new blender scene, make some actions and then save it using that custom extension but I don't know how to call a custom export option.
Briefly this is what I've done till now:
import os
import bpy

bpy.ops.wm.open_mainfile(filepath="path//to//file.blend")

# some actions...

# not what I want since this export the scene as obj file...
bpy.ops.export_scene.obj(filepath="path//to//target.obj")

And what you'd like to do? In other words: What's your question? Also have a look into the python templates: Templates > Python > Operator Export might be interesting.

In order to add new export options that add-on would have to add new operators. You can check for the name of the operator by activating Python tooltips (Edit > Preferences > Interface) in the preferences and then hover with your mouse over the menu entry for the export format.

You just need to swap your last call with the one you want to use.
For example if you want to export to gltf use
bpy.ops.export_scene.gltf(filepath='path/to/file.gltf')

For stl its
bpy.ops.export_mesh.stl(filepath='path/to/file.stl')

If you get an error when running the script, that may mean that the addon is not enabled. You can use the addon_utils module to enable an addon.
import addon_utils
addon_utils.enable('addon_name')

where "addon_name" is the addons file/folder name within the addons folder.
You can also enable addons on the CLI when starting blender.
blender -b -addons io_scene_3ds,io_import_dxf file.blend -P script.py


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How do I re-hide the bar with "View, Tool, Item"?
I clicked the arrow that popped this out, so now how do I put it back?

It's named Sidebar.
There is three ways to hide it:

Drag the corner of sidebar to the right:

View3D > Menu > View > Sidebar (visible if checked):

Shortcut: N, as mentioned in the previous screenshot.

Is it possible to hide top bar? Or perhaps, all controls, so only animation is visible?


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Is there any way to get shadow from plane without a gap in Eevee?
When I try to get shadow from a plane, I always get some gap between the plane and the shadow. If I disable contact shadows the gap is full:

When I enable contact shadow it seems like I can get rid of this gap, but no. In some view angles I still see the gap.

And even if I set contact shadows values too high, I cannot fully get rid of the gap but also I get many unnecessary artifacts.

This does not happen in Cycles.
So what should I do to get perfect shadow from plane without any gap and artifacts in Eevee?

Looks like this issue at first glance: https://developer.blender.org/T60205

Adjust Bias and thickness to your needs.
If it's still renders gaps try higher res shadows.
An Example:

I tried this. Unfortunately, any setting leaves some gap. You can see it if an angle of view is very close to plane edge. So the only some thikness can help get rid of gap, but I need exactly a plane without any thikness for my purpose.


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Merge multiple objects into one and combine textures into one
Let's say i have a lot of objects , each one having their own texture , i want to join them all together ( ctrl+ J ) but i want to do the same for all of the different textures , how do we do that in blender?
I want all the props merged into 1 object and all different texture joined together as well.

Pretty new here so take everything I say with a grain of salt. From the sounds of it, you are looking for texture baking. I have tried it a few time and depending on how complicated your model is it can be a giant pain in the ass (for the inexperienced such as myself). This guy has a few easy to follow baking tutorials for beginners https://www.youtube.com/watch?v=eYvgFWEiNp8&pp=ygUfdGV4dHVyZSBiYWtpbmcgYmxlbmRlciBiZWdpbm5lcg%3D%3D. Hopefully this is what you're looking for! Good luck dude!

We don't usually do that for big numbers of objects, because then the texture files would have to be really huge in resolution.


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Sharing parent/child groups between scenes
I have a model vehicle with 4 wheels parented to a body. The wheels are set up to rotate when the body moves.
However, I'd like to use this vehicle (body + wheels) in other scenes.
Is there a way to 'share' this parent/child group?
I've tried making it into a collection - but the wheels no longer rotate.
I've tried selecting both, pressing ctrl+L and linking to another scene - but everything is shared including location.
What I'm aiming to achieve is a series of scenes where the vehicle rolls in, various bits are added. At the end of the scene, the vehicle with it's extra parts is then used by the next scene etc etc.
Thanks

Should work in this way - make an armature and parent body and wheels to different bones. Then pack car and armature into collection. Then link this collection and use Object  - Relations - make library override. Now you will be able to enter pose mode and rotate wheels and move the car

Thanks for the advice. I made a very simple armature with 2 bones - one main bone, and a 2nd one that transforms rotation based on the main bones location, then attached the wheel to this bone - and it works nicely.


text:
Can you reference external data that can then be used in a driver?
I was going to LibreOffice Calc to hold the data and try to have the data in one cell go into one empty and then use that to influence a driver. It also needs to be able to be live.
I am a novice in both blender and coding. So this is probably a very simple script.

It's not a very simple script because you need to write scripts to treat Calc and Blender as a client/server pair and have events in Calc generate messages that are sent to Blender over a network connection where Blender uses them to update the driver's values.

i tried asking a question on how to broadcast messages using python in LibreOffice but unfortunately no response. https://ask.libreoffice.org/t/how-can-i-broadcast-a-message-using-python-whenever-i-make-a-cell-change/79138


text:
How to recreate 3D logo look with glow behind it?
How could I recreate this 3D logo look with the glow behind too?
Thank you very much!

Simple way first. Model the shapes; apply an emission shader assigning it only to geometry in the background; turn on eevee bloom and make some of the emission material be seen by the camera. More involved way, use indirect light baking and light probe as described in the following video. https://www.youtube.com/watch?v=WvA---4SrgE


text:
How to fold edges?
Iam learning blender and trying to recreate this model. As you can see, my model has sharp edges and because of it, the outfit look paper thin. The other guy's model on other hand, his edges look thick and his outfit look really good. I took a close look and the guy was folding his edge, to make it look thick. How did he do that, guys?

You could use a Solidify modifier but if you ever apply it it will make twice the number of faces. Or just keep the thickness where it is visible. Also, before working with high-poly mesh, work on a low-poly, it will make the things much easier, at the end you can apply a Subdivision Surface modifier if it's really necessary (but always keep a copy of the original somewhere)

Much obliged it moonboots!

Try a Solidify modifier.
In the Properties panel, Modifiers tab (wrench icon) click the Add Modifier button.
Choose Solidify.
You can adjust the Thickness value to change the thickness.


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How to model the pair of pants (mathematic) with a clean topology?
Iam trying to make this model, to no avail.
Any advices, guys?

Hi :). You've clearly modelled it, so what exactly is the problem? :)

Iam sorry I forgot to mention, but I downloaded that 3D picture from google. It's topology is very clean, and I want to be able to at least recreate that.

Hi :). Here's the article from 2016 about making this exact model. It also includes a thingiverse download link. Someone will surely help if you get stuck anywhere :)

much obliged it Michal, this is really helpful!

There may be a more flexible workflow than the one linked by @Jachym, in Blender. Apart from anything else, a Catmull-Clark subdiv. of a square gives a rounded-square, not a good approximation of a circle, so I feel there are a couple of steps left out, there?

Create a 2D Poly-type Curve, with a U resolution of 1.
Give it a native 'Round' bevel in its 'Data' tab > 'Geometry' Panel with an odd resolution. (5 seems good)
Assign a Mirror modifier, with 'Bisect' in the mirror-axis, and a Subdivision Surface, so you can see what you're doing.

Now you can adjust the curve and the tube radius, while having an eye on the topology. However, The odd-bevel, (which gives you decent topo at the junction,) puts an extra edge at the mirror-seam. So..

Remove the Subdivision, convert to mesh, and CtrlX  dissolve the unwanted edge.

Then you can re-assign modifiers: Solidify, Bevel (by angle, 2 segments, 'Shape' 1) and the Subdivision.


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insert a new animation between loop animation
If I animation walk in circles. Can I insert the animation to walk out of the circle to a specific point and then return to walk around the circle at the same point?

Please clarify your specific problem or provide additional details to highlight exactly what you need. As it's currently written, it's hard to tell exactly what you're asking.

You should be able to do it with the Nonlinear Animation editor


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Is there a way to get rid of this weird line from a mirrored mesh?
There is a strange looking weird opening line when I mirror a mesh.
It normally happens if I extrude the right or left part of the mesh.

The line comes from the mesh intersecting itself.
You've just moved those vertices too far one way. To solve it, either move them away from the center manually, or turn up the Merge Distance on the modifier a tiny bit. To make sure it doesn't happen again, turn on Clipping in the modifier.

Increasing the merge distance does kinda help.
But wdym by 'either move them away from the center manually'.

If you hide the Mirror modifier and look at your scene from the Front Orthographic view you'll see that some of your vertices have been moved too far along the X...so when the mesh is mirrored, both mirrored copies intersect each other by a small amount. (Mirror just flips the mesh along the chosen axis.) And don't turn Clipping on until you've resolved it...it can lead to weird problems.

@SamuelSullins Why not turn Clipping on until he resolved it? If it's turned on he could easily move all vertices in the central area manuall a little bit +X, then move again a bit -X and all are aligned in the middle.

@GordonBrinkmann you're right, having it on might be better. I said it because it can get quite confusing if you're not used to using Clipping--you might get odd behavior like not being able to move vertices and not know why. (It's happened to me a few times.)


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Incorrect mirror after applying mirror modifier

As shown in the image, I am at -Y viewpoint, and I am creating a mirrored model about x axis. Therefore, no matter where my origin is, the image should looks be exactly the same as original object in current viewpoint.
However, it actually looks like this:

In which I need to rotate the viewport a bit to see symmetry. This is not correct. How can I solve this?

Have you applied the rotation of the object (Ctrl+A > Apply > Rotation)? The mirror works on local axis, not world axis.

@GordonBrinkmann That's great! Thank you.


text:
Why are my textures inside out?

I am using an FBX model that comes with textures, but when I try and view the model in material preview, the textures appear inside the model, like it's flipped inside out. Keep in mind it works fine in solid view and rendered view (Cycles).

EEVEE seems to be the only problem. I'm fairly new to Blender, so a descriptive explanation would be helpful. I included a photo of the problem, and the model if you need it. The model in question is "\Nintendo Switch - Super Smash Bros Ultimate - Ness\Ness\ness.fbx"

In the material properties on the right side, scroll down to where it says Blend Mode. Look for options such as "Backface Culling" and/or "Show Backface". Try enabling/disabling them.

Thank you! This helped!

Your materials are set to Blend Mode > Alpha Blend which creates transparency in Eevee, you need to switch to Edit mode, select a face of the mesh that has the material you want to change (it will automatically select the material in the material list), and under Settings > Blend Mode, switch to Opaque (or disable the Show Backface option). I don't know if there's a way to switch all the materials to opaque at once, maybe you need a python script.

Unfortunately, it didn't work. Did you find a solution with your model?

yes, it works for me, you need to make sure that you've selected the good material, when in Edit mode, select one face of the mesh, then switch to Opaque

Thank you so much! I worked!


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Why am I having 4 different keys when Insert a key frame and how I can disable it to just 1 on a line?

I'm having 4 different keys here which should not be. I should have just one.

Please clarify your specific problem or provide additional details to highlight exactly what you need. As it's currently written, it's hard to tell exactly what you're asking.

Click on that ">" here in your timeline:

and it will open like this and will show you, what you keyframed:

you can select one:

then press "X" to delete.
Whenever you press "I" in the viewport, Blender asks you what you want to keyframe:

so e.g. you choose "location", it will create 3 keyframes, one for each axis.

Each point does NOT mean it is really a keyframe. Blender does show for the "summary" entries like "Cube" a keyframe point too, to just show "hey, there are some keyframes here, please open hierarchy to see them"
So the "real" keyframes are in the list only those, where no arrow is on the left side.

Thank you so much

if my answer helped you, please click on the checkmark left of my answer. Thank you.


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OSX M1 - Grease Pencil - constant 50-90% GPU usage
Kinda new to the whole Grease Pencil thing. Noticed slight Lag while drawing with the default brushes. Changing input samples to 0 gets me better results but the GPU is still hovering about 50 - 90% usage. Anyone has some ideas on how to lower that amount or is it normal? Maybe I need to update the OS...
Macbook Pro
Monterey 12.3
M1 Pro
Memory 16GB
Cores 10 (8 performance and 2 efficiency)

I haven't played often enough with GP to encounter any lag. That being said, 90% GPU usage isn't abnormal on itself and shouldn't cause lag, 100 would. Are you sure you aren't hitting a bottleneck somewhere else? Have you tried GP on a new default scene to be sure it doesn't come from your project instead?

Good point! Default GP project is around 60%. Maybe the rather high usage is because I had a bunch of Objects with multiple materials and layers in the project. I was checking with a fellow GP animator and his Mac Studio M2 was around 40 - 50%.


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Recreating Sci-Fi background Not having the desired gaps as shown using voronoi
I am recreating this background loop as per Deayan's video:
https://youtu.be/U-BdjGHvfZg
following every Geometry Node but at 6:08 , his background has the desired gaps and mine are without gaps.  What did I miss?
This is my file:
https://drive.google.com/file/d/115aHpVSqnx-pvwHjES3SrPaopjWcCZyw/view?usp=sharing
Thanks in advance for the help and advice

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

Please share your Blend file via https://blend-exchange.com/ rather than Google Drive which is unlikely to be available for users researching your question in the  future.

Increase the Factor on the Mix Color Multiply node from 0.5 to 1 as he says at 5:54 in his tutorial.

oh... so that's what I missed...   Thank You very much

No problem. Please mark my answer above as correct. Thanks.


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I used the laso tool to cut some geometry and i have too many vertices that do nothing, is there any way to remove em quickly and automaticaly?
Often times i struggle with poor geometry and have subdivided parts where theres no faces. I'm curious of a way to select and loose or isolated vertex like the one in the image and dissolving them ty!

In Edit Mode select all, hit X and choose Limited Dissolve. Then in the tool options at the bottom left adjust the threshold angle to make sure you do not lose edges with low angles.

Go to Edit mode, select one of the unwanted vertices, go to menu > Select > Similar > Amount of connecting edges (shortcut Shift G), check and deselect unwanted behaviours(maybe at angles), then press X > Dissolve vertices.


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Blender is being difficult in edit mode
I have my object set to a very specific size for a very specific reason.  I'm trying to cut a square out of it, so I'm going into edit mode and adding a plane.  I cannot change the scale of the plane by actual values in edit mode, and if I exit edit mode, it treats it as a part of the same object and so I still can't change the scale of it.  This means that I cannot make it a specific size at all.  This project flatout will not work if this doesn't.

Hello maybe show some screenshots?

That's because it is part of the same object if you add it in Edit mode! Add it in Object mode and you can scale it as you wish.

It's very easy to make simple geometry be specific size in Blender in Edit mode as well. You can just move things with numerical input.
So say I want a plane that is 12cm x 2.5in(Yep, different units, that's just how it was measured for some reason :D ). I could:

Duplicate some single vertex in my model( Shift  +  D ) and move it where I want the first corner of my plane to be.
Hit  E  to extrude and before finishing that operation hit  X  too constrain movent in X axis, then(still before finishing that operation) hit  Numpad *  to enter advanced numerical input mode then just type "12cm" and hit enter to finish the operation.
Hit  Ctrl  +  +  to grow the selection or  Ctrl  +  L  to select all linked geometry.
And finally extrude the now selected edge exactly the same way but in Y axis and type "2.5in" instead of "12cm" this time.

The units will get converted to meters that I have selected in my Units settings in Scene tab of Properties editor.
If you know the measurements in the units you actually work in you can skip the  Numpad *  for advanced numerical input mode and just enter them without units at the end.

It seems like an XY problem, because how will you cut a hole with a plane in Edit mode(or anywhere really)? But it seems like a useful bit of information that you can definitely work with precision in Edit mode... And what do I know, maybe you can model other geometry around it and delete it?.. or maybe use it for snapping?..

This works, thanks

Yep, I thought of an XY problem as well... because cutting a hole would be done better with adding cutter objects in Object Mode - but it seems the OP is not even really aware of the differences of doing things in either Edit Mode or Object Mode. And on the other hand, a strange way of doing it in Edit Mode could be to create a plane somewhere where you want the hole to be, delete surrounding faces, connect the remains to the plane, then delete the plane. Surely not the best idea, but doable  :D

No, I'm not particularly aware of the ins and outs of Blender.  I was okay at using it at one point several months ago, and then I didn't use it for several months and forgot almost everything.  Even when I briefly used it, I found the knife tool frustrating and did what I would've done with it by hand.  However, to get a specific measurement like I need, there doesn't seem to be much of a better option.

@LunaLunarNelson Not sure I get what you are trying to say here. It's only one example how you can work precisely, there are usually plenty of options though. If you want further advice on options, you should provide more detail and context about your actual problem which we know nothing about at this point. If you share screenshots and tell us what the precise problem is, it's possible you might get more specific answers and it's possible you might find out about other options.


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How to Connect all Sockets of a Node Group to the Group Input Node in one click
I built a node tree for my personal project that ended up pretty large. I then had to connect all of the node sockets to the group input node in order to use group parameters directly from the modifier tab.
It was a very tedious and dumb process. So I wonder if there is any way that I can automate this task in the future, namely plugging all sockets of a Node Group to the Group input Node.
Pic 1: Simple Example
Pic 2: Complex Example
P.S: I don't know python or any programming language for that matter.

1. Paste to Text Editor and hit the run button

import bpy

ALL_INPUT_SOCKET_TYPES = { # Blender version 4.2
    'NodeSocketString',
    'NodeSocketBool',
    'NodeSocketMaterial',
    'NodeSocketVector',
    'NodeSocketInt',
    'NodeSocketMenu',
    'NodeSocketCollection',
    'NodeSocketGeometry',
    'NodeSocketTexture',
    'NodeSocketFloat',
    'NodeSocketColor',
    'NodeSocketObject',
    'NodeSocketRotation',
    'NodeSocketMatrix',
    'NodeSocketImage'}

def node_socket_subtype_split(bl_idname):
    # 'NodeSocketVectorTranslation' --> 'NodeSocketVector', 'Translation'
    for r in range(12, len(bl_idname)):
        if bl_idname[ : r] in ALL_INPUT_SOCKET_TYPES:
            return bl_idname[ : r], bl_idname[r : ]
    return bl_idname, ''

def find_group_input(node_group):
    for node in node_group.nodes:
        if node.bl_idname == "NodeGroupInput":
            return node

    return None

class GeometryNodesGroupSocketToInput(bpy.types.Operator):
    bl_idname = "node.geometry_nodes_group_socket_to_input"
    bl_label = "Geometry Nodes Group Socket to Input"
    bl_options = {'REGISTER', 'UNDO'}

    def warning(self, info=""):
        self.report({'WARNING'}, info)
        return {'CANCELLED'}

    def execute(self, context):
        context.active_node

        if not hasattr(context, 'active_node') or not context.active_node:
            return self.warning('Active node not found')

        node_group = None
        for space in context.area.spaces:
            if space.type == "NODE_EDITOR":
                node_group = space.edit_tree
                break

        if not node_group:
            return self.warning('Node Tree not found')

        active_group = node_group.nodes.active
        if not active_group:
            return self.warning('Active Group not found, select a Group first')

        group_input = find_group_input(node_group)
        if not group_input:
            group_input = node_group.nodes.new(type="NodeGroupInput")

        new_socket = node_group.interface.new_socket
        new_link = node_group.links.new

        for inp in active_group.inputs:
            socket_type, subtype = node_socket_subtype_split(inp.bl_idname)
            if socket_type in ALL_INPUT_SOCKET_TYPES:
                socket = new_socket(inp.name, description='', in_out='INPUT', socket_type=socket_type, parent=None)

                if subtype:
                    try:
                        socket.subtype = subtype.upper()
                    except:
                        pass

                new_link(inp, group_input.outputs[socket.identifier])

        return {'FINISHED'}

class NodeUtilsPanel(bpy.types.Panel):
    bl_idname = "NODE_UTILS_PT_Panel"
    bl_label = "Utils Panel"
    bl_space_type = 'NODE_EDITOR'
    bl_region_type = 'UI'
    bl_category = "Utils"

    @classmethod
    def poll(self, context):
        return context.area.ui_type == "GeometryNodeTree"

    def draw(self, context):
        self.layout.operator('node.geometry_nodes_group_socket_to_input', text='Connect to Input')

def register():
    bpy.utils.register_class(GeometryNodesGroupSocketToInput)
    bpy.utils.register_class(NodeUtilsPanel)

def unregister():
    bpy.utils.unregister_class(GeometryNodesGroupSocketToInput)
    bpy.utils.unregister_class(NodeUtilsPanel)

if __name__ == "__main__":
    register()

2. Make a node group active in Geometry Node Editor

3. Hit the Connect button
N-Panel > Utils > Connect to Input

All input socket will connect to Group Input Bottom

Convert to Addon
1. Save Text as __init__.py to a folder

2. Make .toml file
Save Text as blender_manifest.toml to the folder
schema_version = "1.0.0"

id = "My_Addon"
version = "1.1.1"
name = "My Addon"
tagline = "Do myself"
maintainer = "Me"
type = "add-on"

website = "https://blender.stackexchange.com/questions/327277/how-to-connect-all-sockets-of-a-node-group-to-the-group-input-node-in-one-click/327295#327295"

tags = ["User Interface"]

blender_version_min = "4.2.0"

license = [
  "SPDX:GPL-3.0-or-later",
]

3. Zip the folder and install from disk

4. Select the zip folder and save preference


text:
Can I select all items on a specific coordinate of an axis?
I'm VERY new to Blender.
I've looked everywhere for an answer, multiple times, but have not been able to find one.
I'm working with something that is uniform. I want to alter everything on a layer/level, one at a time.
So all of the vertices, edges, faces I want to select have identical Z coordinates. Is it possible to use something, like select similar, to select all vertices, edges, or faces at an exact (or median) axis coordinate?

What I generally do in this situation is:

Turn on ghost mode in the 3D Viewport using the button in its header or (with your mouse cursor over the 3D Viewport) by pressing Alt + Z.
Go into a side orthographic view by clicking one of the Navigation Gizmo’s balls (in your case X or Y).
Use Box Select (press B with your mouse cursor over the 3D Viewport) to select a rectangular area that spans across the mesh sideways, but is very narrow on the Z axis spanning only the vertices you want.

That makes sense. I usually use wireframe, in a similar manner.
I was hoping to do something like select by exact position on the axis. But it's sounding like that might not exist.
I appreciate you answering!


text:
Is there any way to turn coordinates into curve?
I recorded fly camera movement, so I got keyframes with coordinates.
Is there any way to turn the camera coordinates in keyframes into curve?

Related https://blender.stackexchange.com/questions/117062/fcurve-handles-to-3d-b%c3%a9zier-spline-control-points

https://blender.stackexchange.com/questions/52830/is-it-possible-to-create-a-path-from-an-existing-object-animation   https://blender.stackexchange.com/questions/52830/is-it-possible-to-create-a-path-from-an-existing-object-animation

yes,the way I've found how is:
1: Turn auto key on and record your camera movement using free roam.
2: now create a mesh (has to be a mesh, cube etc) and put the "copy location"constraint on it and select the camera as the object. They should now do the same movement. (minus rotation as curves don't use that anyway).
3: Select the cube and in the 3d view go to object > animation > bake
4: In the bake settings make sure visual keying is turned on, select your frames etc and hit bake. I suggest a high frame rate of 1 step for now.
5: you'll need the blender addon "BTracer" included in blender. Go to the "create" tab in 3d view toolbar, and where it says "available tools" select "mesh follow".
6: Select "object" from the four options and your frame step / curve settings you want. Then hit "Run!"
You can decimate the keyframes later using the "simplify curves+" blender add on (search for "simplify" then move mouse left or right to change the amount. So you don't have a million points of adjustment.
It's pretty easy once you do it, pretty fast.
Done


text:
How to copy objects and set their origins with Python console?
I am trying to copy Cube and set different random origins to the copies.
I use the following code:
import bpy
import random

C = bpy.context
src_obj = bpy.data.objects['Cube']

for i in range (0,5):
    new_obj = src_obj.copy()
    new_obj.data = src_obj.data.copy()
    new_obj.animation_data_clear()
    C.collection.objects.link(new_obj)
    new_origin = (0.0+random.randint(1, 9)/100,0.0+random.randint(1, 9)/100,0.0+random.randint(1, 9)/100)
    print(new_origin)
    C.scene.cursor.location = new_origin
    new_obj.select_set(True)
    bpy.ops.object.origin_set(type='ORIGIN_CURSOR')

The objects are successfully copied, but their origins are always the same: they are equal to last generated coordinates. I added print to make sure that new_origin is always different, but the last value of new_origin is applied. What I am doing wrong? How to make the origins to be different?

The reason all of them use the same location is because you are leaving them all selected.
bpy.ops.object.origin_set(type='ORIGIN_CURSOR')

will set the object origin to ORIGIN_CURSOR for all selected objects.
Add:
new_obj.select_set(False)

as the last line in your for loop.

API Methods.
Using the method shown here https://blender.stackexchange.com/a/134460/15543
import bpy
from mathutils import Matrix, Vector
from random import randint
from bpy import context

ob = context.object
mw = ob.matrix_world

def randloc():
    return Vector((randint(0, 9) / 100 for i in range(3)))

for i in range(5):
    copy = ob.copy()
    me = copy.data = copy.data.copy()
    ds = randloc() # locally moved by random
    T = Matrix.Translation(-ds)
    # transform the origin
    me.transform(T)
    # move back globally
    copy.matrix_world.translation = mw @ ds
    # link to collection
    context.collection.objects.link(copy)

When run with Cube as context object, the result is cube and its 5 copies all occupying same bounding box, however there origins and locations are moved
>>> cubes = [o for o in C.scene.objects if o.name.startswith("Cube")]
>>> for cube in cubes:
...     cube.name, cube.location
...
('Cube', Vector((0.0, 0.0, 0.0)))
('Cube.001', Vector((0.029999999329447746, 0.03999999910593033, 0.05000000074505806)))
('Cube.002', Vector((0.03999999910593033, 0.05000000074505806, 0.0)))
('Cube.003', Vector((0.009999999776482582, 0.07999999821186066, 0.03999999910593033)))
('Cube.004', Vector((0.07000000029802322, 0.09000000357627869, 0.05000000074505806)))
('Cube.005', Vector((0.009999999776482582, 0.07999999821186066, 0.09000000357627869)))

Note in question code you are setting the global location of the scene cursor randomly, to use a random global instead within the range and method above convert the global random location
global_rand_loc = randloc()
ds = mw.inverted() @ global_rand_loc # local shift
... (as above)

copy.matrix_world.translation = global_rand_loc


text:
Why the transition is disabled?
So, I was trying to apply Wipe transition to an image but it was disabled like in the picture. Is there something I'm doing wrong?

Are your clips overlapping?

You need to have two overlapping strips to be able to add a Wipe transition.

Thank you so much! I was trying this while selecting only one clip. Turns out, I have to select both of them and then apply the transition.


text:
Rotate Armature
I am trying to rig this f16, and I am failing to rotate the axis of rotation (I want it to be the X). I am trying to make the slats on the front of the wing go down, but have no idea how.

Try changing the transform orientation using the menu located in the middle of the header near the top of the screen. If none of those orientations are aligned the way you want to, you can create a new orientation using the + button. That will create an orientation based upon the selected object.


text:
create a surface from 5 points

I have a model, and I accidentally deleted some vertices, and I need to get the surface back. The hole is outlined in red in this image. I have 5 vertices and have no idea how to make the surface.

Select 3 vertices and click F to fill, and so on (as it looks like you work with tris)

Since your mesh is triangulated, you should create three triangle faces. For instance you could connect them in the following pattern.

In order to accomplish this, switch into Edit Mode (TAB) and enable Vertex Select.

Select the three vertices (and only the three vertices) that are supposed to form a face. Once they are selected press F to create the face. Deselect the vertices (ALT+A) and repeat with the next three vertices.


text:
(Blender 2.8) Why is my smoke simulation animation not visible in flow type?
sorry if I use incorrect terms for my question, but i'm new to Blender and dont really know much of the correct way to describe them.
I'm currently following the Blender Guru tutorial series and i'm trying to put an object on fire. I did exactly what i saw on the video but no results. When i set the smoke type to "domain" (in the physics window) it shows the animation correctly but whenever i set it to "flow" nothing seems to happen.
I tried to restart Blender but to no avail.
I'm using a Macbook Pro (2015) running Sierra 10.12.3 by the way.

For the smoke simulation, you need two objects.
One is the source of the smoke (Flow), and the other is the volume in which the smoke will appear (Domain).
The Flow object MUST be inside the Domain object, otherwise you will never see anything.
If you use the Quick Smoke option, it makes the selected object the Flow object, and automatically adds the Domain for you (typically a cube).  It's worth experimenting with Quick Smoke in a separate blend file or collection, just to see how it works.


text:
How to get the volumetric display not to show overlapping triangles
I was following a tutorial online and ran into an issue with my system. (Using EVEE for the render)
I have a noise texture mapped into a emission shader then connected to the volume on the material output. I get these strange overlapping triangles instead of the look that the tutorial has. I have also increased the end and put the tile size to 2px in the volumetrics. I have included a screenshot.
My system is a Dell precision T7500 with an Nvidia K4000.
This happens on all versions of Blender that is final releases.
Thanks.

You should add a screenshot how you wanted it to look. Thanks

It shouldn't look like that at all. even at default settings I get sevearl overlapping planes with a noise mapped on it. Look at this tutorial --> https://www.youtube.com/watch?v=8weB_8AHYMU

You need to reduce the 'End' setting to increase the number of volumetric 'slices' that are cutting through your volume.
Eevee renders volumes by effectively sampling a number of "slices" through the volume and combining the results. The samples are spread throughout your scene starting from the 'Start' volumetric distance and ending at the 'End' volumetric distance. By having your Start and End very far apart you are spreading out those samples and effectively wasting them over parts of your scene that don't include volumetrics.
Reduce your End until you just start to see your volumetrics "clipping" out of view (I'm guessing it will be around 5-10 (rather than 1000 that you have set). This will concentrate the volumetric rendering within your actual mesh rather than far beyond it - thereby drastically increasing the detail within your volume.
It's hard to tell scale from your screenshot - I'd assumed it was perhaps the default cube. Anyway, the key is to set Start and End each to just before it starts clipping your volume - so reduce End until you just start to lose some of your volume and then increase it slightly so it appears again. Then increase Start until it also just starts clipping your volume - then decrease slightly again so it just reappears. This way the Start is just on the boundary needed to see your volume while the End is also on the far boundary.
Note that if you're using the Viewport, the Start and End are in relation to the current view position in the scene - moving the viewport will potentially move your volume outside the Start/End clipping range and your volume will disappear. Same applies to camera view and when rendering.

Discovered during investigation that there seems to be a bug when the volume is purely emissive - adding any density changes the behaviour in ways it should not. Reported bug https://developer.blender.org/T85778 to allow this to be investigated as it results in odd results when adjusting the Start/End and/or Distribution Volumetrics settings.

I set the end to 5 and nothing shows at all. It only works at 100 or higher.

@user3490906 I've added an edit to my answer. It's hard to get scale from your screenshot (I'd assumed default cube). The key is to tweak Start and End to concentrate the volumetric render just onto your volume.

Actually, I think you might have hit upon a bug in the Start/End limits when using a purely emissive shader... If you replace your Emission shader with a Principled Volume with non-zerodensity and the Noise connected to the Emission Strength you actually get different results (due to Start/End being interpreted differently) depending on whether Density is zero or non-zero. I'll raise it with the developers when I get the chance.

I also loaded up a demo from Curtis Hold. Nebula demos he made were nice in Evee a while ago. Now they don't work properly. I think something changed and its why I am not getting the results as expected. I also have a different GPU than others have which may or may not be an issue.

Going to do a purge of blender and do a fresh install. Could be a bad plugin or addon.

I think it might be related to Distribution. Try changing that to 1.000 instead of the current 0.8. I suspect it could be that the distribution is not working properly for purely emissive volumes but setting to 1.000 seems to disable whatever is causing the issue.

Well its not a plugin. :/ Still cannot get it to work right. Even the distribution setting is of no use. Will have to see what other settings later. :(

How far away is your mesh from the viewpoint? If it's 10 BU away and is 2BU in size then setting Start to 8.5 and End to 11.5 should be plenty to include your volume. With those set, set Distribution to 1.0 and all should work fine. Give that a try. If that doesn't work, save and share your Blend file and I can take a closer look. You do need to tweak Start and End - setting Distribution to 1.0 seems to fix the bug in how Start and End should be working.

No matter what I do and distance or scale its the same. It shows triangle forms overlapping.


text:
Deforming a mesh with a rigged hand

I always wondered how to deform an object being grabbed , i usually use a shrinkwrap modifier for more simple collision, but it do not works very well for more complex cases...I also tried cloth simulation a few times , but the object always end up falling toward infinity..
The blend file if you have an idea: https://uploadnow.io/f/yj0lLWD

To fix the falling issue, you can set gravity to 0.0 in the Field Weights...

It's going to depend heavily on the details of the shapes involved, the quality required, whether you're making a still or an animation.
Before looking at options, we should talk first about topology.  We have to care about topology for any meshes that are going to deform, because they're only ever going to deform along the edges of the mesh-- so how those edges are laid out is very important.  We can use a lot of vertices to make a lot more edges, but we'll probably be using subdivision to do that, and subdivision depends on certain properties of topology as well.
You're using a UV sphere for your ball mesh.  This won't deform well or subdivide well.  Instead, let's use a cube-sphere.  This will have evenly distributed faces and angles.  Make a cube, give it a few levels of subdivision, apply the modifier, use a to-sphere operation in edit (also doable with a cast modifier) to make it fully spherical.
In this case, yes, shrinkwrapping is doable, but we need to tune some parameters of the shrinkwrap:

We subdivide before the shrinkwrap to generate additional vertices.

The shrinkwrap is set to "project" mode which is appropriate for a sphere like this-- it will only ever project along its normals.  It is set to cull backfaces, so it will only shrinkwrap to front faces of the hand (rather than shrinking to the back of of the hand.)  It will project only in its negative normal, so it will only ever get smaller with this shrinkwrap, not bigger.

We subdivide one more time after the shrinkwrap to even out the shrinkwrap.  Then, we tune the shrinkwrap's offset to eye.

This is not always a great technique.  It won't be good for animation, because shrinkwraps don't interpolate smoothly-- they depend too heavily on high-frequency details of both meshes.
Physics is an option for animation, but it's not very appropriate here, because your hand is already deeply in collision with the ball. If I were going to use collision to do this, I would probably use soft body physics like so:

I've extruded only vertices, then merged them at the mesh, and assigned this vertex to a vertex group.  This creates internal forces for a soft body to hold it together (otherwise, it acts more like a hollow ball.)  I can use the vertex group to assign this center vert a higher goal setting than the rest of the mesh and to mask away this vertex after running physics.  For the physics, we'll want to use face collision, and we would be best off using a much larger scale than you're using in this file (applying scale on all meshes involved in the simulation.)
But one of the best solutions is, make a shapekey and manually edit the mesh.  We could make that shapekey, if we wanted, by starting with the shrinkwrap that we already had and applying it as a shapekey-- then, we could make manual edits on top of it; if we needed to, we could mix this with shapekeys in other positions.


text:
Hair curves tips

Hi , i'm using basic hair curves for modeling hair , but i was wondering if there is a way to make the hair just like the sketch on the right , with multple tips ( using only one curve ).

I found out how to do it

It would be great for this Q&A platform if you share your solution with us and write an answer in which you solve the puzzle. Thank you!


text:
Vertices to curve
Is there a way to turn some simple lines made of vertices into a curves?
I have few hundred of those , it would save me the trouble to remake from scratch all these shapes

Try this:
Select the object. Right-click to open the Object Context Menu.
Choose Convert To > Curve.


text:
How to keep a light's reflection only
Using eevee , it is possible to set a light and disable all of it effects beside the light's reflection on the mesh , i just want to keep the shinny parts ( for some lights , not all )
I think it's called the specular or something

With the light selected, look on properties/object data/light.  Set the volume and diffuse sliders to 0 (leaving specular at 1.)  Is that what you want?

I do not have any of these settings  ( volume / diffuse )


text:
How do i get my textures back after retopology?

After retopology i get this , i try to transfer data and stuff , but nothing happens , how to i get my texture back?
FILE: https://filebin.net/k1hx9vtyhpfyz0vf

"i try to transfer data and stuff" There exists a wealth of interesting but unexplicated details in that tiny aside.

You need to bake your textures from your high poly mesh onto your low poly mesh. There are plenty tutorials for that on YouTube. You should search for e.g. "Bake High Poly To Low Poly".


text:
Creating wrinkles on a shirt

I created a base shirt using cloth physics , and have been experimenting a few methods to create wrinkle ( edit mode , procedural nod set up , normals texture painting ) but my results are not very great
Do you know a good way to make wrinkles on mesh that are not high poly?
Blend file : https://uploadnow.io/f/X6CmBYv

What you've tried on the left seems ok, but instead of doing it on a low-poly, maybe you should apply a Subdivision Surface modifier to your object (keep a low-poly version) and sculpt in Sculpt mode? Then you can bake the normals from the high-poly onto the low-poly...

I always thought doing that would slow down my computer like crazy , but turns out it's not the case , i will look into that , i'm trying to find some cloth brush in default blender but i can't find them , i was so sure i seen multiple types of cloth brush somewhere..

I may be wrong but I'm not sure that in your case any cloth brush will be better than a classic Draw brush, or Crease brush


text:
Old user interface ( object data properties ) for Blender 4.0?
Is it possible to get the older interface of the tab Object data properties for Blender 4.0? It's the main reason i never use newest blenders , i'm mostly intestred by the older Skeleton layers system :

Old Bone bit layers have been replaced by Bone Collections in all future versions of Blender. It is best if you learn the new system going forward since it is here to stay and is objectively better in most ways.

1- It's factually worse than the preview one

2- I did not ask your opinion on the subject

@ShuLien022 The system has been replaced, so no you can't get the older interface back because it works different now. If you prefer the old system, stick to older Blender versions. "It's factually worse" - well, now this your opinion. You're not a fan of hearing other's opinions either, are you? Have a good day.

1- You are wrong , you can get old interfaces with addons it's not uncommon , do not speak of things you have no knowledge of

2- Do not reverse the roles , i will correct anyone who will try to impose their opinions to me , even more when they are wrong.

If you don't know , do not reply to this post , you have been warned and i will not repeat myself.


text:
How do I make it so that the textures of my model show up when uploaded to sketchfab
So I made a model in blender and was uploading it to sketchfab when I noticed that the model seemed to lack some of the custom textures that I had used while modelling it.
I exported it as an obj and attached the texture

I then uploaded it to sketchfab and the model looks like this which is not what I need.

How do I export the textures so they show up properly?

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

Upto what I know, there's a CG Geek tutorial about exporting to sketchfab on YouTube... Though you can't get textures in an object file, only the gtlf format supports that.


text:
Rendering frames headless parallelly on a A10 GPU
I am trying to render 4 frames  in parallel using a blender ".blend" file. I am using blender CLI 3.4 . There is only one camera in the scene. when I try to render multiple frames using animation command they render one after other.
Animation Command:
blender -b  sample.blend -E CYCLES  -o sample1 -s 10 -e 11 -t 2  -a  -- --cycles-device CUDA
My goal is to be able to render frames parallelly, blender scene upload once and using a A10 GPU at its max capacity in headless rendering
N


text:
I want to remove alternate frames from video strip in blender using python
I write this code in blender to update the video strip so as to delete alternate frames from it and leave rest of the frames in video sequence editor but it removes first half of the strip instead of alternate frames. Please let me know where I am doing it wrong.
import bpy

# Set the name of your video strip
video_strip_name = "YourStripName"

# Get the video sequence editor
vse = bpy.context.scene.sequence_editor

# Find the video strip by name
strip = vse.sequences.get(video_strip_name)

if strip:
    # Create a new list to store the frames to be removed
    frames_to_remove = []

# Iterate through the frames and identify alternate ones
    for frame in range(strip.frame_final_start, strip.frame_final_end + 1):
      if frame % 2 == 0:
        # Add the frame index to the list
        frames_to_remove.append(frame)

 # Remove the identified frames from the beginning
   for frame_index in frames_to_remove:
    strip.frame_final_start += 1
else:
  print(f"Video strip '{video_strip_name}' not found.")

  print("Alternate frames removed successfully from the beginning!")

Hello and welcome to ChatGPT... I mean BSE :) "I write this code" > I asked ChatGPT and it said that it was most likely GPT generated. It seems you want us to fix what it generated?

Yes you got it right as I do not know python. I just want to get this code fixed.

What are the "alternate frames"? From the code it is the even frames. Do you want to edit bpy.types.ImageSequence.elements?

@unwave he cant answer that due to having no python experience. just fix the code thats what he wants.

AFAIK There is no such thing as "remove frames from a strip" in Blender. You could cut the strip at each frame and remove odd ones. Which has the advantage of working with the audio strip, but I reckon to be wasteful and tedious ressource-wise. A simpler way would be to use ffmpeg to export your video as an image sequence and delete odd ones using python. But that's off topic here.

@Jatin Specify if your strip is the sequence of images ImageSequence. In other context the code will not work.  You would have to split the video into images or just use ffmpeg.

import bpy

# Set the name of your video strip
video_strip_name = "maserati red fron dof high.001"

# Get the video sequence editor
vse = bpy.context.scene.sequence_editor

# Find the video strip by name
strip = vse.sequences.get(video_strip_name)

start = int(strip.frame_start)
duration = int(strip.frame_duration)
end = int(start + duration)

print("start", start)
print("end", end)
print("duration", duration)

counter = 0

for (cut) in range(start, end):

    if cut % 5 == 0:

        counter += 1

        print('cut', end-cut)

        new_strip = strip.split(frame=end-cut, split_method='HARD')

        if counter % 2 == 1 and new_strip != None:
            bpy.context.scene.sequence_editor.sequences.remove(new_strip)

        if counter % 2 == 1 and new_strip == None:
            bpy.context.scene.sequence_editor.sequences.remove(strip)

Note: you should be honest - not only here, that makes things easier. And i am pretty sure that's why nobody answered you - and that's why you did get 3 downvotes (until now). Nevertheless - i believe people can learn from mistakes - that's why i do answer.
result demo:
https://github.com/luckychris/blender_gifs/blob/main/delete%20partial%20strips%20demo.gif

Note2: once there was a great feature in SE: gif upload. This enriched this community a lot because you could show e.g. working examples or results. Unfortunately SE "killed" that by their latest "upgrade" which i think is more a downgrade. But that's just my personal opinion.

@Leander: i have no idea why you think you have to undelete my deleted post!?

I think the "downgrade" was done for good reason https://snipboard.io/bAdi2h.jpg You can still upload up to 2mb gif files.

@Chris Huh, I didn't undelete your post? I only rolled back the edit that obfuscated the actual post. By all means leave your post deleted.

sorry, i didn't make myself clear. You cannot undelete it - that's right. By why did you roll it back? i had reasons why i did make "points" there, or how you call it "obfuscate". It was deleted anyway, so just a few people could see it. So i don't get it... i would prefer if you don't change my deleted answers. thx for your understanding.

@HarryMcKenzie: nope, also smaller gifs won't upload here. You can also read here: https://meta.stackexchange.com/questions/398974/uploading-a-gif-doesnt-work-on-some-se-sites - so, no, i am not the only one with that problem....

Thanks you Chris. I was expecting the same output. Thanks Again

you are welcome

@Chris They broke it. Can still do that: https://blender.stackexchange.com/questions/316499/how-to-rotate-orientation-of-an-image-imported-as-plane/316522#comment549412_316499

@unwave: thx for the info!

With https://ezgif.com/ to reduce size (and quality) to 2 Mb can use in sequence: Resize (640p, ImageMagick + coalesce (undo optimizations)) -> Remove every 2nd frame -> Speed 50% -> Optimize Transparency (7) -> Color Reduction + dither (64) -> Lossy (128)

It is a heavy optimization and rather requires a more concise/split in parts footage material. It is the GIF format compression that is outdated. I would rather have a .mp4 upload that is limited to 2 Mb.


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Can I Calculate gltf/glb filesize without Exporting File
Hi I want to create pdf file which will be describe  geometry, texture sizes in gltf or glb export. how can I do that without exporting any 3d model in blender ?

It may be difficult to predict texture sizes in advance.  glTF requires certain channel mappings (roughness in green, metallic in blue, and several others).  If you've attached monochrome images to the Principled BSDF node for example, the Blender glTF exporter will remap these into newly-generated color images, to be compatible with the glTF specification and the kinds of PBR shaders that typical glTF clients use.
Because of the possibility of newly-encoded images at glTF export time, it may not be easy to calculate all the sizes without actually performing an export.