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Setting GPU rendering: CVMCompiler has now run for 5 hours
I've got an AMD 6750M graphics card with 1 GB of VRAM and Blender 2.79. I successfully selected the card as a GPU target in the user preferences.
When starting my render, Blender says: Loading render kernels
According to Activity Monitor a process named CVMCompiler has now been running for over five hours. That surely is more than a few minutes?
The rest of macOS is practically unusable, as it seems most things are reliant on the GPU. When I force quit the process, other apps, including Safari, become responsive immediately.
What could be the issue? I can't see any signs of any errors, but where should I look to find any?

5 Hours loading kernel doesn't sound right, that should be the first indication that something is wrong.
Anyway your graphics card is too old and unsupported.
As stated in the Official Blender Manual only cards with GCN (Graphics Core Next) 2.0 or above are supported.
That means Radeon HD 7790 and above, as stated in the linked Wikpedia article
The AMD 6750 is no longer supported. Also 1Gb of memory is very low for today's standards and you probably wouldn't get any benefit from GPU rendering anyway

I did read through the docs, and noticed the lack GCN 2.0, but when the card appeared in the user settings I just went with it. I’ll accept “don’t even bother” as the answer to my question, thank you!


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Vertically aligning text characters
I am trying to get all my text, to appear, on the plane. As you can plainly see by the picture, that is not the case.
Am I making too much of it, and this is the way it is? I would like all the letters sitting on the plane
Thanks

Possible duplicate of Letters like J or P hung below the rest of the "regular" text

Hi. Please do not ask the same question twice. If you have more information to add, edit the original question and it will potentially be reopened.

I'm not sure I understand your question. That is just how most fonts work.
There is a base line where all characters sit; some glyphs extend below it, called descender, just like some extend above the base line height, depending on the font family.

If you don't want the font the way it is, either exchange font files, manually modify the font, or just edit the object to match your desired shape.
In Blender you can convert the text object into something editable like a bezier curve or mesh. If it still is am original text object, then convert it to a bezier curve and move the letters down or up as desired; otherwise if you already converted to a mesh just enter Edit Mode and adjust as desired.

Thank you, will try that, some of the tutorials I have been trying, just look odd with them that way. I will give what you said a try. Thank you!

source: Stack Exchange

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

sort: votes


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Substracting many objects from a single object
I am trying to recreate this wall with somewhat complicated indentations. I figured out the math and it's 8.75m wide, and it has 17 diviosions horizontally. I made a 17x5 grid of the "empty" that would be needed to be "removed" from the wall, to go from a parallelepiped to the wall full of holes. However, I'm not sure how to actually make the cut. I tried boolean substraction, but I can't seem to get it to work, it looks like it can only be done on two objects at once, but  I'm not sure how to join them all. I assume boolean addition might work one by one, but there must be a faster way
[

Did you try joining all the geometry you want to cut (CTRL+J) and apply the boolean, then separate them again?

After you've created all the objects you want to "remove" from the wall, Join them. (Control + J in Blender 2.79).  Then you only have two objects, and you can do the Boolean subtraction operation.

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


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Are quads or triangles better for games?
I keep reading that triangles are bad to use, I still don't 100 percent understand why but I'm making some characters for a mobile game. Seeing as it is for games then would it be better to have quads or triangles or would it matter if it was mostly quads with some triangles?
I mainly ask because I'm modelling a hand and I'm having trouble connecting it to the wrist without using triangles.

https://blender.stackexchange.com/questions/2931/why-should-triangle-meshes-be-avoided-for-character-animation/2933 https://blender.stackexchange.com/questions/99369/i-thought-you-should-never-use-triangles/99373#99373 https://blender.stackexchange.com/questions/36270/how-can-tris-be-used-to-an-advantage/36276

You have to distinguish between modeling and later useage of the final result. Game models are usually modeled with quads first. Edgeloop tools for example doesn't work at a tri geometry. But then exported with a triangulated geometry to have the geometry as stable as possible.
Some game engines imports quads too. And when it's static geometry then it doesn't matter. But game engines doesn't necessarily import the quads with the same vertices order than what you had in Blender. And then the faces may bend into a wrong direction. So you usually triangulate it before export, and then check if all edges really points in the desired direction for your animation needs.
When it's a game model anyways, then you can also model with tris already. When it makes sense. As told, some tools works better with a quad geometry.

So I should change it to triangles before putting it into Unity or will it do it automatically if I leave it with quads?

When it's a character, then you should triangulate before exporting. As told, the game engine might not triangulate the mesh in the needed way.

Thanks for the help again, is there a tool in Blender 2.8 to triangulate faces?

In edit mode select all. Face menu -> Triangulate Faces

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


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How to reduce face/poly count for characters while keeping quads?
I really hope this is possible, I've made some characters for a game but the face/poly count is way too high as in like 10 times too high, I have tried using the decimate tool to fix it but one it still leaves quite a lot of faces even if I put it to 0.1, two it makes it triangles instead of quads and it also makes it look very bad.
Is there any way to reduce the amount of faces my characters have by a huge amount without using the decimate tool?

have you tried an Un-Subdivide? shortcut ctrl E

I did but I'll be honest it's probably my fault because I'm new to making characters and Blender in general but even if I use that, it still has too many faces and some are still turned into triangles instead of quads, some even had something like 6 vertices.

You can detriangulate (alt J) and maybe share your file or at least a part of it

Thanks for trying to help, unfortunately even then it still has some triangles, I've made multiple characters but I'm starting to think I'm going to have to restart them all if I can't find anything.

The "standard" procedure is Retopology:
using both the "snap onto surfaces" function and/or the shrinkwrap modifier you will build a new mesh projecting vertices onto the charcter you already made.
In this way you can control the amount of vertices and distribuite them exactly where you need them, following good edgeflows and avoiding triangles and N-gons.
If the new LoPoly character still misses some important details you can bake a normal map using the "selected to active" function, so that the missing details will be reproduced by the heghts illusion of the normal map texture.


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Export Mixamo Rigged Model to unity have rotation issues
Im trying to export correctly some rigged models from Blender to Unity, but im facing rotation issues, that cause bones are not correctly set.
First I download the *.fbx from Mixamo, then import into Blender setting "Force Connect Childrens" and "Automatic Bone Orientation", this import the model with the bones correctly.
Now I add some clothes to the model, and add bones and bones, then I add vertex groups following this howto: How to rig clothes?
Now I have correct model with the correct cloth.
The I export to FBX, using default properties (I tink I try all options here) then in Unity I drag and drop the FBX to the resources folder, and then drag and drop the model in the scene.
When I do this, using the original Mixamo fbx file, the model animate correctly, and works, but when I do this with the generated fbx from blender, the model appear deformed when I run some animations, and the cloth same, like the model "xplode" and the poligons go mad.
What I notice, is the Skinned Mesh renderere in Unity, have incorrect rotattion like show this image:

I search the origin of the rotation because the transform of the element is set correctly to 0,0,0, and I found that the rotated object is the root bone of the Mesh renderer, is rotates like -158º
I try to fix manually but this rotate the model, and all animations deform completly the model. I think all bones ans skinned mesh render have incorrect rotations, but I dont find how to fix, because in blender all appear correctly, but when I import into Unity are broken.
some idea? thanks.

Fixed! after many many MANY google and combinations I get working:

Import > FBX > Select Mixamo FBX file
Main: Disable all, Armatures: "automatic Bone orientation" Only
This import the model with correct orientation, then you do what you like and then to export:
Export > FBX
Main: Disable all, Apply S. All local, Forward: -Z Forward, Up: Y Up | Geometries: Disable All | Armatures: "Only Deform Bones", Primary: Y Axis, Second X Axis, Null, Animation All.

Now, take the generated FBX file, drop in Unity and voila! Prefab, Armature and model with 1.0 Scale anf 0,0,0 rotation!

The issue with this is because I disable the "Force Connect Children" i cant animate the modle because the bones are not joined together and I cam move it free.. need to fix that (if I put this option, the mesh wrong orientation come back)


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The Subsurf Modifier Did Something Weird to a Part of My Mesh
I'm modeling a Master Ball from Pokemon that I'm going to 3D Print, but when I applied the subsurf modifier to the M it did something weird to a couple of the corners. I did some research, and I found nothing on how to fix it (Basically because I don't know what you would call whatever this kind of problem is). And I can't 3D print it with the model messed up like that. So if anyone could help with this, I would really appreciate it. Thank you.

Welcome to BSE, please upload and link your .blend so we can answer your question better: https://blend-exchange.giantcowfilms.com/

https://www.dropbox.com/s/grwpkcq3z0u25uz/Master%20ball.blend?dl=1

If possible, please use the site I linked. Reasons for this can be found at https://blender.meta.stackexchange.com/questions/344/where-to-upload-blend-files-non-expiring-links.

Hopefully this will work: https://blend-exchange.giantcowfilms.com/b/5252/

Related: https://blender.stackexchange.com/q/25984/599 and https://blender.stackexchange.com/q/79280/599

I think if you rework it into all quads with the knife tool (pressing K) and then dissolve the unneeded edges it will work. Also: remove doubles. If it still doesn't look right: Sometimes you might think you hit the spot with the knife tool but you missed it. Zoom in to all the verts you connected and recheck. Make sure you cut all the way around to the back also.
Before

After

Edit: Actually it is even easier. you only need to turn the top tris into a quad by dissolving its bottom edge and then add in two new edges with the knife tool.


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Need help making an even slope. I'm new

I'm looking to take the 4 vertices circled in red and raise them along the Z axis to create a slope with the same X axis coordinates as the slope with the green line such that all 5 faces create one smooth plane. I've been messing around trying to figure it out myself and I've tried searching for a solution but I couldn't find anything, or at least nothing that I could understand

I am not sure what exactly you want to do. If you want to have all the verts at one specific x coordinate you could copy the x value of one vert to the other in the properties panel.

With Pivot Center set to 'Active'..

in Edit>Face mode, select the face you want to flatten to
hit CtrlAltSpace to create a Custom Transform Orientation from the face. (Check 'Use After Creation' and, if you don't want your custom orientations to hang around in a list: 'Overwrite Previous')
in Edit>Edge mode, select the edge-loop around the hole
in Edit>Vertex mode (the hole edge-loop should still be selected, as vertices), also make one of the vertices on the orientation-face active, by Shift-selecting it last.
hit SZZ0, to scale the all your selected vertices to 0 along the normal (the local Z-axis) of the face defining your custom orientation, centered on the active vertex.


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How do I restore the pivot point to the original pivot location?
I am trying to animate a character pivoting on his leg to turn around. I've found that I can click at the center of his foot, use Ctrl+Alt+Shift+C and select Origin to 3D cursor, but after doing that and rotating the character, I want to restore the pivot point to where it originally was. The creator of the rig made it so the pivot point it as a local Y=0, but selecting Origin to Center of Mass surface/volume just moves the pivot up to his face.
Is there a way to move the pivot point, work with the new pivot point, and "undo" the pivot translation without actually undoing the work?

A characters origin in most cases should always be 0,0, rotate the character from different locations using the 3D cursor as the pivot point instead.

Wow, looks like I was overcomplicating things. I'm still curious though, is there a way to restore the pivot point back to what it originally was?

As far as I know there is no pivot point history you can revert back to. You can rotate from any vertex, edge, face, object selected though, or you can snap the 3D Cursor to any selection and then use it to pivot from, even type in the location values for the 3D cursor.

You do not need to change the origin point of the object. Just set the pivot point to 3d cursor (keystroke is dot), set the cursor to desired location, then rotate what you need, and finally, change the pivot point to whatever you want (Ctrl + comma = median point). For rigged characters I often do this: select a toe bone, Shift+S, 4 (cursor to selected), then 7 on the numpad (top ortho view), Dot (pivot point is 3d cursor), select the IK leg control of my rig, R to rotate foot on the toes, then Ctrl+comma to return the pivot point, go back to normal view to fix the foot roll, and continue animating.

Yes keyboard shortcuts are very sexy, this how you speed up your workflow, cheers Mechanic


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Export paper model with texture
i've just installed the add-on and on its git-hub page it's said that is also possible to export the uvs with the material both hand painted or procedural but I don't know how to do it.
Can someone please explain??
Thank you in advance.

"i've just installed the add-on" What addon? "on its git-hub page" Where?

@DuarteFarrajotaRamos the addon is "Export paper model from blender" and here's the git-hub page (https://github.com/addam/Export-Paper-Model-from-Blender)


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Tris vs quads in substance painter
I've downloaded Substance painter a couple days ago. Online i've read that is better to triangulate your model before exporting it to substance painter and this has confused me a lot. What's the point of retopo in quads when dynotopo aready works with tris? And if I'm goingo to animate a subject and so that I'll need a good edge flow won't trianguating break this?
Thanks in advance and sorry for my poor english.

If you have a good quad edge flow and then triangulate it, it won't break its  quality to animate it.
I think internally all game engines triangulate the model anyways.
That being sad. I used Substance painter sporadically and did not triangulate the mesh before. It works fine.

Thanks!! That's exactly what i needed. Two more question: do i have to triangulate before or after the uv unwraping? And in case I don't want to animante my mesh do i still have to retopologize it?

The graphic card needs the mesh triangulated so all engines do triangulate the meshes. The problem with not triangulating is that if your engine chooses to triangulate the mesh in a different way then substance painter the normals can get a bit wonky. I would recommend doing the triangulation before texturing. Especially if you have glossy smooth surfaces.

@gigggig96 You should triangulate after uv unwrapping. You do not necessarily need to retopologize it if you do not want to animate it. You can see Meshes on Sketchfab that have millions of polys and still are fast to rotate around, zoom in on etc. If it is a static object for a game it would make sense to retopo it though. Also unretopoed meshes might be harder to UV unwrap by hand.


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Need help adding a glint/translucency/transparency to my diamond material in Eevee
Mkay, basically after a lot of googling, looking up materials guides, straight up borrowing from other people's tutorials on how to make a decent diamond material, I've ended up with this:

Now, I am by no means a master at node material editing, so for the most part I just kept throwing spaghetti at the wall and seeing what sticks (basically if adding a node got it closer to looking like an actual diamond, I kept it). But try as I might, I can't get my diamond model to actually display the actual properties of a diamond (I can simulate refracting RGB colors off its sides in certain HDRIs but that's about it). This is how it looks with the current node setup:

You may say "who cares about eevee, just use cycles", but try to understand, to efficiently render a cycles scene and get a clear, transparent diamond (not even talking about adding translucency to boot), would take rendering the scene at 2500+ samples which would take a considerable amount of time and also I'm pretty sure my computer would explode.
Comedy aside, I'm pretty sure the fault lies in my geometry somehow, which just puzzles me even further (I've recreated the Tolkowsky's Perfect diamond cut with the precise angles and proportions on my model). However, adding that same material to a suzanne primitive with 3 subdivisions and a smooth shading solves the problem:
So clearly, the fault lies with the geometry somehow. Problem is, there's no way I can add a 3rd degree subsurf modifier to my gemstone model and smooth shading since then I'd no longer have a diamond. So if anyone can provide some help, suggestion for a workaround, or possible changes to my material nodes, your help would be deeply appreciated.

Can you try adding a bevel modifier with a lot of segment steps? Perhaps this would generate faces which have the correct angle to produce this effect

I was so excited when I read your comment, I was sure it was going to work! :/ Unfortunately the bevel modifier even at 100 segments didn't do anything but accentuate the gemstone's edges, nothing for the glint/transparency/translucency.


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What can I do to make this wave texture apply evenly along the segments?
I am trying to create a necklace in Blender, and I wanted to create a smooth elegant segmented chain instead of the usual links. My plan was to use a bezier circle to make the shape and 'pose' of the chain, and I added a slight bevel to it and a small extrusion before converting the curve to mesh. Next I applied a wave texture with a displacement node and essentially this happened:

The wave texture doesn't apply evenly to each segment of the chain, instead making weird shapes such as the one at the bottom left of the curve (it also happened in a couple other places as well).
I would very much appreciate suggestions on how to fix this problem. Thanks and my apologies if there was something similar on this topic (as I'm sure there might've been, I'm not a Blender pro and I've only joined this website recently, so not much experience).

Plug a Mapping Node into the texture node. And plug a Texture Coordinate node into the Mapping Node. Then you can adjust the UV generation.  https://docs.blender.org/manual/en/latest/render/shader_nodes/vector/mapping.html https://docs.blender.org/manual/en/latest/render/shader_nodes/input/texture_coordinate.html

I understand what you're telling me, but I think I'm screwing it up somewhere.. EDIT: to expand on my comment, I've already tried adding Texture Coordinate and Mapping nodes and plugging the UV socket into vector of the Mapping node and I'm still having that same issue, though the distortions are sometimes in different places.


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Marmoset Toolbag or modeling problem
The models that I modeled using bevel and boolean in Blender are malfunctioning when I throw them into the Marmoset Toolbag. How can I fix this.

You could always triangulate them before exporting. If you add a triangulate modifier and enable "apply modifiers" in the export, then this is done none-destructively (at least in Blender).

I didn't know about that, thank you so much.

I don't know Marmoset toolbag, but most programs will triangulate these concav n-gons differently. Maybe someone who knows it can suggest a better workflow =)

If I just use it for rendering in marmoset, this modifier solves my problem. But of course, the topology of the model doesn't look like I want.


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How do I move a reroute node in the Geometry Node Editor without detaching it from its links?
I can move reroute nodes in the Geometry Editor by holding down the alt key while left-clicking and dragging, but this also detaches them from the links they're is supposed to reroute.
Having to manually plug its links back in every time I move a reroute node seems a bit tedious. Isn't there better way to do this?

I just found out how in an answer to an unrelated question:
Select the reroute node, then press the  G key once to make it follow your mouse cursor. Left Click  or press  Space or  Enter to confirm, Right Click  or  Escape to cancel.

Of course, just like you can move any other node in both node editors... in the Geometry Nodes Editor as well as Shader Editor and almost everywhere in Blender where you can select things and move them: objects or parts of meshes in the 3D Viewport, UVs in the UV Editor, image strips or sound strips in the Video Sequence Editor, keyframes in the Graph Editor etc... So if you ever wonder how to move anything somewhere in Blender: try the G key ;)

Thanks, that's good to know :D I always assumed that everything in Blender can be moved by left-click dragging it or one of its translation handles, it's the first time someone told me the G key is an even more universal way to move things around

Actually there are a lot of things that cannot simply be dragged around in Blender...


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Trying to upload project with Mantaflow to RebusFarm getting error
So I did this little animation clip with fluid simulation using mantaflow inside of blender 2.82a everything is baked but I'm getting an error when trying to upload to RebusFarm. Was not bak... "Liquid Particle System". So I tried to contact them and they basically told me this:
"a simulation is built up continuously. on the farm the scene is distributed on several rendernodes, therefore every simulation has to be baked or saved with a cache file."
Which I feel like I did unless I'm missing a step somewhere. I can't find any documentation on this so some help would be welcome or even some pointers. I did pack all into .blend file so I'm not sure where to go from there. Keep in mind I have been learning blender for only 2 months now.

They're answer is cut and paste.  Of course it should be baked before uploading, and it sounds like thats what you did.  I would double check if there are other Mantaflow settings that need baking as well.  I know for gas sims there is the initial bake and the "noise" bake is separate.
Also try in the cache section to name your cache and point it to a custom directory instead of just /tmp/
I also use Rebus and I found that in addition to "pack all files" I need to also check "make all paths absolute" (under the same File>External Data drop down)
I'm currently testing a Fire + Smoke sim made in 2.82 on their farm at the moment. I'll see if it renders.

Hey thanks I hadn't seen your response I will definitely try it. How did your render go?


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It's possible to create a 3D or 2.5D video/animtation using the alembic file from photogrammetry?
my interest is about how create fast renders with the images aligned by photogrammetry. I think it's appropiate to use the alembic file (*.abc) from a a photogrammetry software such as meshroom.
I found examples with meshroom using the alembic file to create a sequence of the photogrammetry model, but my interes it's use the parallax between this images that are already aligned to create a 3D/2.5D animation.
Could be a possible solution to use all the images as background images? Can I render as background hundred of images?
Thanks!

Welcome Joancalad! Sure, that's possible. The alembic file contains the cameras so you can set the images as background, project the images or even calculate new camera positions. Suggest to edit your question according to: https://blender.stackexchange.com/help/how-to-ask


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EXCEPTION_ACCESS_VIOLATION Blender 2.8 Python
I'm running a script that appends a rig and parents it to a certain mesh but every time I run it I get an error: EXCEPTION_ACCESS_VIOLATION. I believe it has to do with too many bpy.ops.object.posemode_toggle()s because when I delete some of them from the code, everything works fine except for the places where I deleted them. I have been directed here: https://docs.blender.org/api/2.78b/info_gotcha.html#help-my-script-crashes-blender but it didn't seem to help. Does anyone know how to fix this?
Additionally, if I deleted the append lines, the code works fine.
Here is my code (it's very very messy): https://pastebin.com/SEd67Q9G

Do not use operators from Python, where possible. You will probably need to remake your code to just operate on bpy.types.Armature.pose.bones.
The problem I think comes from the fact that are you changing things like bone parenting from the pose mode context, while Blender expects that to be done in edit mode. But it is a bad idea to switch modes and do this with operators as they are slower than just assigning data with Python directly.


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video shader 300 frames to make 1000 frames
I have the below video shader which is composed of an image texture node to which I uploaded this video.
It is 300 frames long and I would like to repeat it for 1000 frames.  How can I do it?

No.  I don't think so.  The image I am using is already a video of 300 frames.  Tired cyclic but with no result and it does not seem that I can upload the same video with a different numeric sequence in one image texture node.

Works great, see https://i.sstatic.net/K9A0q.gif Animated the color of the default cube, rendered 3 frames and load them back in (using Images as Planes add-on to speed up the process). Loops the sequence as expected...


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Blender Voxel Remesh - Why one side of my model is not remeshing as good as the other
I am trying to voxel remesh my model which has for sides with identical complicated geometry.
When I voxel remesh at 0.01 3 sides come out quite good but the 4th has a lot of holes.  The photos explain better this result. At the start, I had the same problem on all sides so I added a couple of multi-resolution modifiers on the model, and 3 of the 4 sides came out good.
Can someone tell me why? Or if there is another modifier that might help me or something else I could do, please.

Hard to see from the image but mostly because of your input geometry. These box like "artefacts" are expected. As the name suggests the voxel remesher is creating a volume (signed distance field), meaning it's trying to put tiny little boxes (voxels) all over the place, which are going to be converted into a surface (mesh) again. I guess some parts of your mesh are just too thin in order make it work at this resolution so the only chance you have is to up the resolution even further...

I tried a solidify modifier and it worked but the overall geometry if the ramesh was a bit flawed.  I then noticed that the main hole problem was only the mesh if the tree design.  So I took the original mesh of the tree and recopied it in the same position on this mesh, joined them and vocal remeshed.  Many of the holes were corrected.  Guess I will work on this method a bit more.


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Curve creating in Blender
In need to create the curves, I marked in blue in blender and repeat the process for at least 6 times more.
Is there any fast way to do it?

I don't think there's any automatic way to do it easily, what you can do is:

Use the Mirror modifier to repeat the shape symmetrically

Enable the Proportional Editing option / Connected and Sphere mode.

Move one central vertex, the others will follow. I've left the topology as it is (with ngons) but it might need some corrections depending on what's your final purpose.

Use several Array modifiers to repeat the pattern.


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UV unwrapping - Why my unwrapped image is totally black?
I have more than one time now unwrapped an image and texture painted on directly from blender.
However, I would like to export the image to Photoshop or Corel draw to paint it there in a more detailed way.
When I tried to do so the image unwrapped and saved from blender turned only black.   I gave the image a fill in blender and saved it once again but still, it turned black when I opened it.  I could not see the unwrapped edges of my model so I could not paint it.
How is texture painting done if you cannot see the lines?

In the UV editor, in edit mode, use the menu "UV/Export UV Layout".


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Flip object in Blender. Is it possible?
I would like to simply flip the highlighted pedal to make it look opposite to the other one.
Is it possible in Blender?   The object is not mirrored it is just a duplicate fo the first one.

just press S X -1

Thanks very much

Ctrl + M to mirror would also help

Press Ctrl + M and then select a mirror axis.


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Linked objects ? two objects in the view port. but one has no properties of name why?
I have a Piston object composed of two parts. The piston container has a name in the outliner qa.001.a. but the second seems to be totally invisible in the outliner and can only be selected and manipulated from the viewport.
How is this possible?  How can I make the second invisible object a true object with its name in the outliner?

qa.001.b is child of qa.001.a : open qa.001.a branch in the outliner, you'll see it


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Hair and Eyelash Texture Problem
I'm working on a model imported from SFM and I can't seem to figure out what's wrong with the eyebrow, eyeball and hair texture. Can anyone help me how to properly set this up?
I'm experienced with animation, but not really that good when it comes to texturing and the other aspects of Blender. Thanks in advance.

First thing to do would be to upload the blend file.
But, my best guess is that the "Alpha" texture is missing, and is instead pointed to the color node, or something similar. Alpha = transparency.

You may be right, but to me it looks more like a premultiply issue. In any case .blend + textures would be useful.

Okay. This isn't the exact file, but this is the base model that can be opened in Blender 2.8.
https://mega.nz/#!UtQVkK4a!Kv-k0pvzha047bJyk8ks5SHhNN_mdIqOyE2PEIlHrPY


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how do I make a loose object follow my rigged character properly?
Hisomeone new to rigging and animating here. I'm trying to animate a character. I have just successfully finished rigging my character but realised that there are some further loose objects that should follow the rigged mesh. I used the weightpaint mode on some of these objects, like the jaw, to make them follow the character. This worked succesfully, but when i tried to weight paint the eyes to the head bone (see the first picture), the eyes do not follow the character and deform (see the second picture).

I figured this isn't the correct way to make the eyes follow the rigged mesh. I also tried to join the eyes to the rigged mesh, but i still faced the same problem. What is the correct way to make my eyes (or any loose object) follow a rigged character? Sorry for if i was unclear and thanks in advance!

If a mesh does not deform can parent it directly to a pose bone.  (no weight painting nor armature modifier required)  If eyes are static could (vertex) parent them directly to head mesh.  If going to animate could add eye bones (parented to head bone) and parent each eye to each bone.

https://blender.stackexchange.com/questions/36603/how-do-i-parent-another-object-only-to-a-specific-bone/36604?r=SearchResults&s=9|0.0000#36604   https://blender.stackexchange.com/questions/26108/how-do-i-parent-objects


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How to parent objects to a rigged mesh?
Hello a blender newbie here. I'm trying to animate a character. I have just successfully finished rigging my character but realised that there are some further objects that should follow the rigged mesh. In object mode, I tried to make the secondary objects children of the rigged character, but when I returned to Pose mode these objects dont follow the character when I change the pose. I know i can join the parts together but its essential that the secondary objects stay there own object. Is it possible to parent objects to a rigged mesh? Im sorry for if i was unclear, if necessary i can try to explain it better or add a .blend file. Thanks in advance.

Probably the easiest way is to add an Empty centered on the object.
Parent the armature to that. (armature = child)  Take the secondary object and also parent that to the empty.  Move the model by animating the empty, not the model.  Posing or animating the primary model's parts shouldn't affect the 2ndry one either.

Thanks for replying maybe this works for other people, but i found out that using the weight paint mode to paint the secondary objects works perfectly too, still thanks for replying :)


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Why do the results from normal maps differ between Eevee and Cycles?
I am currently in the process of creating a kitchenaid mixer in Blender. I baked a normal map to create some fake engravings in the metal at the top of the model as you can see in the pictures below.
Eevee:
Cycles:
My node setup for the upper ring:

The results in Eevee are way better then those in Cycles. The letters pop out much better. I have the same node setup in both renders. My guess is that i have to change something in the setup in Cycles, but i don't know what. Is there a way to get the same results of the normals in Cycles as you do in Eevee?

Basically, Eevee isn't stopping the light from "bouncing" off of a surface at an impossible angle. Because of this, you can see reflections of lights that are actually behind the surface.

So does that mean that it's not possible to create the same effect you get in Eevee? Should I use a displacement map instead if I wanted to make my final render in Cycles?

Displacement vs normal map is up to you (displacement will be more accurate of course), but I think the most important thing to tweak here is your lighting.


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EEVEE Volumetrics disappears when I plug in a noise texture to density node
Been trying to get this to work. Am I doing something wrong or is this a bug? The volumetrics disappears when I plug in any noise to the volume scatter node. I've also tried other textures.
Thanks in advance :)

I've tried to replicate this with 2.80.36 (looks like you're using 2.80.35) but can't get this same behaviour - my volumetrics are shown both with and without the Voronoi attached. You could try it on the latest beta release or share your Blend so someone can check for other differences.

This is a bug with Mac. I don't know if someone already reported it, but I saw a video on Blendernation ("Blender 2.8 Eevee Volumetrics tutorial from Chocofur") and there was a comment from someone with the same problem and Chocofur confirmed it on his Mac.


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Edit mode cursor is too small too see
Just updated to 2.83. Before this I know that there was an option in the interface to tab of the preferences to enlarge the edit mode cursor. Now I can't find it and am losing sight of the cursor every time I tab to edit mode.
Did the developers move the option or was it removed. Is there any other options to improve the cursor visibility.

They removed it for 2.83. Users were complaining that it didn't scale well, and I don't think it worked on mac at all (the checkbox was there, but the cursors did not obey).
What they opted to do was remove, and relegate control of all the cursors back to the OS.
In windows 10 you adjust it like this (for some reason the cursor does not appear on screenshots - you'll just have to take my word for it):

Thanks for clearing up the issue. Sad that it was reallty gone.


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Blender closes with no error message 1-2 minutes after launching
I don't remember when this started but now its gotten to the point where Blender will close 30 seconds to 3 minutes after launching it. It requires no input from me, I could be alt-tabbed doing something else and it will close by itself. There's no error message, no spike in my task manager, nothing. I reinstalled it twice (2.79) and I don't know what else to do.

Try opening a command prompt and running blender.exe from there. Then any error messages generated will be preserved when blender crashes. For arguments sake try opening blender and immediately choosing File -> Load Factory Settings and then leaving it alone to rule out any add-ons or customisations.


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Transitions between animations
Maybe this is a dumb question.
I have been animating a character doing several basic actions.
The main one I have a problem with is the running animation.
I've started each animation at the idle pose and he moves to run for a few steps then returns to idle.
The problem with this is obviously that it looks strange if every few steps he returns to standing. He should run for as long as possible.
So the question is, am I supposed to have a transition animation between idle and running, so that the run can go on indefinitely, or is there a way to loop a section of the run animation until he stops?

yes it would make sense to have: idle / acceleration / running / deceleration... this way, for example, you can make it run as long as you wish

You can loop a section by using the Action actuator and setting the start and end frames to only those that are part of the running state. You can also use the "Blendin" options to blend between states.
You can do this for as many states as you want, though it would be preferred to have separate "actions" (in the action editor) for each state, such as running, idle, etc.


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Trying to clothe a character
I've been following online tutorials as best I can to try and put a shirt on my character.
For some reason instead of the shirt forming around the body, it transforms into a mass of jagged edges and grows.
Does anyone have any idea why this would happen?
I don't want to shrink wrap the shirt onto her as she's not meant to be sexy at all. I'd rather the shirt cover her up and be a little baggy.
I want to move on to doing a skirt for her too, so imagine the same issues will arise. Was planning to extrude a circle around her waist and add a cloth modifier to it.
Here's a link to the file if it's easier to just take a look. I'm pulling my hair out. Thanks.
blender file

have you tried making the shirt low-poly while you're simulating the cloth and then using subdivision surface modifier after the fact?

No. But it's fairly low poly anyway. Doesn't it need a decent number of vertices to bend properly?


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How do I cut a bezier without subdividing?
I'm kinda new so please don't bash me. So i have this part thats penetrating the head and im trying to cut it but idk how, i cant do subdivide since its a bezier so im kinda stuck ( ´△｀)
https://gyazo.com/498f426bdbe571bab0b9f5fb18651d90 <-- example

I think you have no choice but move the vertex out of your shape or subdivide the segment and dissolve vertices

Why don't you want to subdivide?


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texture painting rams horns
I have been trying to texture paint a set of horns from this reference that as you can see look as if they have been painted badly with a paintbrush. I have experimented with using a brush stroke image as a texture mask with little success as i've found it very had to get continuous strokes around the shape. Any suggestions of how I might approach this would be much appreciated

yes doing it with a texture used as Stencil to make a mask seems the good idea, what do you mean by "very hard to get continuous strokes around the shape"?

I would suggest to paint on the image rather than the model. Should be easier to produce a continous stroke there.

Perhaps you need to think about painting a separate mask first to open up the holes there, and then also think about painting a bump map to give the impression of the paint strokes. Then you can use an image as your color layer with the gradation to help sell it as brush strokes from a paint brush.

As I understand it using an image to the texture mask as opposed to an image as the texture is akin to using a textured brush. I used this approach  because it appears the horns are the same plaster material as the skull that have been painted. The problem is that using this method it is difficult to follow the cylindrical topology with my stroke from my viewport. I will try Frederik’s suggestion to paint on the 2D image and then touch up the seam after. Craig I didn’t understand your suggestion to paint a separate mask to open up the holes first? Bump map for brush strokes makes sense.


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mesh array modifier with simple deform taper and curve modifier
This mesh has an array modifier, simple deform taper modifier and a curve modifier.  I want it to scale along the curve as reference does? How would I go about this? Thanks

can you post a picture of your modifier stack? what order are they in?

You could control the instance's radius with the curve's vertices radius, AltS, or N panel, but it's still not exactly the result you're looking for:

Actually you could have a much more accurate result with a bezier curve which you'd give a bevel and a taper object:

creating the taper cure with a bezier curve is proving very difficult to control. Is there a simple method you used to create the one in the example?

it's not so complicated, maybe there's something you didn't understand? Actually to make mine I just duplicate the same curve several times. You may prefer to draw it with a mesh then convert to curve? Also you need to keep in mind that Blender takes into account the curve inclination on the Z axis and its position to its origin. Once you've drawn the taper profile, try to play with these 2 factors, inclination and position to origin.


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array of random cylindrical extrusions
I am trying to model this bowl pictured below with rings of elements with slightly varying section, extrusion length and angle. I am wondering how best to go about this? If I added randomization to an array as described here that would deal with the random angle of each element but how then would I go about randomizing the extrusion section shape?

I would do it that way :
First, create your cylinder by using an elongated rectangle. Delete the bottom face.

Add a subdivision surface modifier. Don't forget to smooth it out with Object > Smooth

Add an array modifier to get your row of 3

This is the trickiest part. Add an empty in your scene. Add an array modifier with a constant offset and set the empty as an object offset :

Drive the empty rotation depending on the array count :

Add a displacement modifier, add a new texture and set the direction to "RGB to XYZ".

In the texture tab, set the type to "Clouds" and the color to "Color". Increase the size. There is a soft limit of 2 but you can manually input higher values.

Tweak the displacement modifier strength so that it is believable.
Result :

If you want lower frenquency in your displacement noise, you can add another displacement modifier with a new texture, set to a higher size.

I didn't go full non-destructive but you can still tweak some parameters :

Addition (Thanks R. Betts :) ) :
To give a nicer transition between the base of the cylindrical thingies and the plate, I modified the base mesh to have a square extended base :

Next add a vertex group, and make sur only the top vertices have a weight of 1.

In your displacement modifiers, make sure the group is selected so that the base doesn't get displaced :

Final result (Eevee - By no means supposed to look realistic :) ):

The blend file :

Phew! you're ahead of me. Lovely answer.. I'm wondering whether you can integrate the wobbly studs into their smooth cylindrical base by giving the stud-instances a square tile base to emerge from, protected from the displace modifier by vertex group. Then the glaze could be continuous over the surface.giving that nice little fillet at the bottom of each stud?

That's an excellent idea ! I'll see what I can do :)

@RobinBetts I think it would be nice with the Normal Edit or Mesh Data Transfer modifier to get the same shading on the base of the cylinders but I can't figure this out :)

I 'll have a look. Data Xfer would need something to xfer from.. Normal Edit? You've given me an excuse to look at something I haven't really become familiar with.

Yup, that's what I was thinking.. I must work out Normal Edit..

Thanks for your amazing explanations. I had a little trouble setting the cloud size for the displacement map. I have been working at real life scale so my extruded elements are about 5-6mm long. I'm assuming this has a bearing on the size of the cloud noise size as I had to set it at .05 to see anything and adding a second map seems to not produce the desired result. trying to figure out map scale?

Right, working with small size objects can be tricky when tweaking most modifiers. If you don't plan on using this object in another file, you could change your units to cm or mm in the scene properties, and then change the unit scale to 0.001 so you can work with higher numbers in the modifiers and textures fields


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Animation rotation of an object around another boject's fixed vertices
I have this landing gear bay doors that I am trying to animate with a simple rotation to open at a 90-degree angle.  The bay doors are a separate object from the plane. The pivot point is where the 3d cursor is.

However, when the rotation takes place the main vertices and edge of the landing bay doors are totally off from the ones on the plane they should rotate around.

Is it possible to make the bay door rotate around the vertices and edge between them as indicated in red in the first photo?
Thanks for the help.

Yes this is possible.
It helps to be aware of a couple of things.

You can rotate an object around one of the 3 main world axies, by pressing R and then either X, Y or Z.

You can rotate an object around one of its 3 internal axies, by pressing R and then either X, Y or Z twice. (if you tilted an object a bit the world axies and the internal axis no longer align)

In order to rotate your bay door object around the red highlighted edge, you have to place the origin (a pivot) somewhere on this edge and align this edge with one of the 6 aforementioned axis and then make this orientation it's normal state, so to say, by applying the rotation.

So select your door in the 3D viewport, rotate it in a way so the red edge is parallel to a world axis (the X-axis for instance). Then (also in the 3D viewport) go to Object > Apply > Rotation.
Lastly rotate and move it back into its place on the plane. Now if you press R and then X twice, the door should rotate around the red edge.


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Blender 2.8 camera how to rotate vertically
I would like to position the camera to render this pillar along its vertical axis as I indicated in the red square.
I have searched around but could not find anything to help me.  This problem is recurring quite a lot lately.  It is possible to rotate the camera vertically? If yes how please?  Thanks.

Hello :). You can rotate the camera along its local z axis. Pres Z, Z, R and rotate by 90°. But sometimes its easier to simply change output aspect ratio.

Thanks can you please tell me how to change the aspect ratio.

Simple :). Instead of 1920x1080 you flip the values.

Noob in the matter here.  Can you please tell me where to do it.  Ty

Sure :). In the dimensions panel flip X ad Y values. I can't post a full answer now, sorry.


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Particle System water ripple effect not visible in final render. why?
I made a lave animation effect by using a particle system with a lava plane as canvas and another invisible plane as emitter brush which emits cube to impact with the canvas plane and animate the canvas plane.

The effect is quite what I wanted if you check the video link below.
Animated lava video pre render
However, when I do the final render the lava plane does not animate at all and I cannot find out why?
Thanks for any help.

did you bake the dynamics?

No I did not since I am using evee as my render engine.

bake the Physics Simulations https://docs.blender.org/manual/en/latest/physics/baking.html, then render the animation.

Once baked the animation rendered.  Thanks.  Though I could not bake it since I was working with evee and the baking options are only available in cycles but I switched engines to bake and it worked in evee as well


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How can one be sure that 2 objects are exactly at the same base height level in blender?
How can I be sure that the two objects below have their respective bases at the exact height from the green (y) line or one another in blender?

In the upper right corner of the 3D viewport click Options then Transform only Origins.

Enable snapping and in the adjacent menu pick Face.

Rotate to a view on the underside of each object, select them in turn and [G]rab the origin and move it anywhere to a bottom face where it will rest because of the snapping.

Select the Item tab on the right side of the 3D viewport and change the Z Location for each object to zero. You do not need to deselect the Origins transform from the first step for this procedure as the Item values do not change the position of the origin in relation to the object, but rather the object as a whole including the origin, and this location points to the object origin.


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Smooth a modeled objected
I just finished modeling this small pillar which I would like to have the curved parts smooth in the final render.

This is the model in Xray.

I have tried the following modifiers to smooth it out.
Bevel
Subdivision or Multiresolution
Smooth.
but obtained this result.

The Best I could obtain is the following with an object / shade smooth.

The result is good but I would like to know why am I not managing it out with the subdivision and Bavel modifiers when many of the tutorials I see use them?
I have uploaded the file for anyone who wants to try it out.

Thanks in advance for and advise and help.

Hello :). There are many n-gons, which prevent the Bevel Modifier and smooth shading from working. I'd strongly advise to make the mesh all quads. It won't take long, the model is very simple.

Pardon my newness, so quads are 4 edged polygons but how much do n-gons have?

Hello again :). N-gons are any polygons with more than 4 edges. They're easy to create, but usually bring more problems than they solve.

Basically in most cases you need just to Auto Smooth Normals at mesh data properties:

Use Shade Smooth for object globally (or selectively in Edit mode):

Sometimes when you import object from exchange formats may be needed to Clear Custom Split Normals Data:

Another solution to achieve Auto Smooth Normals data effect is applying of Edge Split Modified especially at work with curves or linked data.


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How to animate world properties color?

Hi, I would like to animate my world color but not sure how i can do it. In the first keyframe, I would like my world color to be pitch black. However, in the 40th keyframe I would like my world color to be a light grey. How do I do that? Thanks!

if you go into the Shader Editor / World mode, you can keyframe the Color of the Background node

moonboots heheh youre truly a savior hehe im pretty new to blender thanks!


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Weird faces after i solidify

Hi, I imported a svg into blender and wanted the extude/solidify the image. However when I tried to solidify the white part shown in the image, theres a werid mesh or face. Do anyone know how to fix that or what the weird part is even called? Thanks!

hello, could you please share the object? https://pasteall.org/blend/

https://pasteall.org/blend/409450e8bda344fc9b665d615a935eac

It looks like these two vertices mess up the topology:

For the left one, press V, choose Aligned, move it a bit and and move the handles (or even delete it), for the right one, select and move the handle on the X axis so that it doesn't collapse with the vertex:

And it should work:


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Whole mesh rotates with armature, not just the arms
I want to only make the arms of my armature move so I added an armature and parent the mesh to the armature using automatic weight. However when I rotate the armature the whole mesh moved, not just the arms. (Mesh arm is already at a 90 degree angle, I want to bring it to the mouth)
Is it because i only have one armature? Do I have to do the whole body? Do anyone know how to fix this? I've inserted my blend file below
https://pasteall.org/blend/46f7daae2bb24d3fa65997dddea99977

If you use automatic weight, Blender can only "take" what it has. Since there is only one bone in your armature, Blender takes all vertices to do it, so your whole person moves.
If you add bones like this:

it works:

blend file (but be aware, i just made "rough" bones, and just on one side to prove it works):

@PearlinKhoo Additionally to Chris' answer, if you only have a single bone I guess your stormtrooper doesn't even move at all - in Pose Mode. What you did is moving the object around with the armature in Object Mode. To move the arm you need to be in Pose Mode.

ohhh thanks so much. It helped me understand alot. However, when I open the file, my mesh is purple. I understand that theres a problem with the texture however I dont know hoe to fix it. Do you know how?

@PearlinKhoo if my answer was ok for you, please check the checkmark left from my answer. If you have another question, please start a new question. Thank you.


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Expand the selection on mac keyboard
How can i expand the selection on mac keyboard ? there is no plus sign on my mac keyboard.

Hello, not the exact same question but this might help : https://blender.stackexchange.com/questions/12368/emulated-numpad-mapping-numpad-period also you can do it with Select > Select More / Less > More (or Less)

User Preferences > Input > Keyboard and enable Emulate Numpad.
Use cmd + = to Select more.


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Glowing voronoi lines texture without the usage of "distance to edge"
I have long ago attempted creating glowing lines with Chebychev voronoi pattern, but I was never able to make it work. Is there a way to make textures having such lines, with them being glowing and having adjustable thickness?
(bump used solely for pattern display purposes)


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Check info about thickness of vertex point
Is there a way to check the statistic info of a vertex point in grease pencil? If I change the thickness of a vertex point in sculpt mode or with alt s in edit mode, I want to know exactly how much thicker or thinner it gets and I want to be able to check it anytime so that I don't need to remember what changes I have done.


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Why size and position changes while changing parent?
I was trying to change parent of an object and while changing, the object seems really big and position changed, even though its transform values are same. I am really new to blender. How can if fix this.

Because when you parent an objectA to an objectB, objectB will follow objectA's transformations (location, rotation and scale), but it will keep its own transformation references, they won't be affected by the parent, and you will find them back if you unparent it.
If you want to keep the transformation you're currently seeing in the scene for this object, instead of simply deparenting, deparent with AltP > Deparent And Keep Transformation.

I want model to be like on top picture, but parenting structure like on bottom pic. How can I do it?

have you tried Deparent And Keep Transformation?

Thank you it worked


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Degraded image in Viewport Camera View
I have some times a display problem on the viewport.
It only appears in "camera view" and only in "Solid shading" or "Material preview" modes.
The image is totaly degraded (see screenshots).
When I leave the camera view, the image is back to normal.
Anybody an idea of what is going wrong?
Thanks in advance for any help :-).
Jean

Is your camera far away with long focal length ? If yes, consider using an Orthographic camera instead, or reduce the range of Clip Start and Clip End of your viewport (range should be as small as possible).

It is possible that the objects in the scene are very small, and in combination with the ortho camera this effect is created.

I think what only matters is the size and location of objects according to the Clip range, regardless of orthographic/perspective. I may be wrong.

Does this answer your question? Why is my viewport glitching in orthographic view and not in perspective view Also read this article Depth Buffer Glitches in the Blender manual for more information on this topic.

@Lutzi Actually the size and location of objects is irrelevant (only in so far that the larger or smaller an object, the more you zoom in or out which also has an effect on the appearance of the artifacts), a much too high range from Start to End can always be problematic and produce artifacts due to depth precision (or lack thereof), and it makes a difference if you use Orthographic or Perspective view. Very low Start values produce mainly artifacts in Perspective view, while very high End values produce artifacts in Orthographic view.

Thank you very much Gordon ! Problem solved ! :-) (It was indeed the clip start and end of my camera :-). Have a good day :-)

Hi, Jean T, welcome. Since @GordonBrinkmann has solved this one with reference to a similar question, I think it's fair to close this as a duplicate. Nothing personal, just looking after the archive.


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How to change position in edit mode?
The change of position in the modes is still a bit of a mystery to me.
I just wanted to align two character models, but when I switch to edit mode, one of them changes its position. This time, I tried to align some facial features to that of the other character, but when I go to object mode, everything looks like a mess.
There is another related issue. Is there a way to change the pose position in the edit mode? The idea is that I can try out different poses for UV mapping. I have a hard time understanding why the textures are so distorted when in pose mode, as I cannot check the position of the vertices and their relation to the UV map.

Is your model posed somehow? If so, then in object mode, you see the pose. In edit mode, you are editing the plain model, without any pose deformations.

Yes, I assume it is posed by character creator. This is the basis I am working with. Is there no way to non-destructively pose the character in edit mode?

I am not actually sure, what the problem is. If you are trying to make the poses the same you do that in pose mode, not edit mode.

I want to make the pose the same to be able to transfer facial features of one character to the other. For this the models and their poses must be aligned.

I am still not sure what do you mean by "transfering facial features", but to change the pose, select your armature, go to pose mode and edit the pose there.

Either through shrink-wrapping or by snapping vertices of one character to the surface of the other character.

that would change the model itself, not the pose. If that is waht you want, reset the pose and then do that in edit mode (you probably dont even need to reset the pose). But if you make some big changes to the model, it may ruin the weight painting. I can't help you much more than this without seeing the model and some more detailed description of what you want to do. You should probably edit your quesetion to be more specific and idealy add some screenshots.


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Vertex group is not moved by bone (only overlapping vertices seem to move)
I have bones for the forefoot (Element.005) and the heel (Element.006) of a foot:

I have painted weights for both:

Moving the of the forefoot deforms the mesh as intended. However, the other bone does not move the heel. Only vertices that appear to be overlapping with the vertex group Element.005 (forefoot) appear to be moving. The heel stays where it is.
Can somebody explain why this is the case?
Many thanks!

enable the Deform option of this bone. If it is not the problem, please share your file

Thanks, this helped me to find the issue. I post the answer here.

It turns out that the armature modifier of the mesh had the vertex group Element.005 selected. Therefore, Element.006 only moved the vertices of that group. Removing the vertex group solved the problem.


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How to combine two base colors for Principled BSDF
I want to combine two base colors that I have exported from Substance Painter for a model I'm doing but there is only one channel to connect base color. Is there something I'm not doing right or is there no way to have multiple base colors

Hello and welcome :). Just to narrow the field - do you want your model to have two different colors? Or do you want to combine those colors into one? Both can be easily done, it's just not clear.


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How can I fix this? Blender Mesh Problem
I've been following the Blender Guru Donut tutorial and this keeps happening.My two meshes intervene with each other in edit mode but in object mode it all seems fine. Can anyone help me to fix it?

You've hidden the solidify modifier in edit mode.

Just in case it is not clear to you how to "unhide" "the solidify modifier in edit mode"
I am adding an screen shot to illustrate Robert's comment. :)


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Missing Filmic Looks in Blender 2.81
Filmic has been shipped with Blender as a default render View Transform since 2.79a. I'm using Blender 2.81, but I'm missing the following Looks from the dropdown:

Base Contrast
Greyscale
False Colour

This is a screenshot from my computer showing the incomplete list:

They are still listed in the README inside the repo, so I guess they should still be included?

For Blender 2.80 the OCIO configuration has been updated.

Base Contrast has been removed from the list of Looks since it's equivalent to None.
False Color is now a separate View Transform.
Grayscale has been removed from the Looks without a replacement, you would have to use the compositor for this or use a custom OCIO configuration.

The linked repository is maintained by Troy Sobotka, which is independent of Blender's development. The implementation of the Filmic view transform for Blender was based on his work, but the current OCIO configuration in Blender differs from the state in the repository.
The official documentation for Blender is the manual. If you're missing features that are documented in the manual, please write a bug report and tag the documentation project.

@cegaton What I meant to say was that Blender's repository and its manual should be used as official reference since Blender's developers aren't obligated to include changes from the community. If Troy should decide to implement new view transforms in the linked repository, they aren't necessarily included in Blender. I wanted to point this out since the differences between Troy's repository and Blender is what sparked the question.


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Is this good practice? Joining two objects after subdivision
I would like to know if this is good practice in joining two objects (in my case a sword pommel with a handgrip).
The handgrip has a shade smooth and the pommel has a mirror and subdivision modifier.
Am I doing good to stretch the Pommel's mesh till it joins well with the handgrip (it appears correct when I switch to object mode)?
Is this correct practice, keeping in mind that I want to make all objects forming the sword a single object in the future?
I am asking to avoid possible future errors.

It's perfectly reasonable, actually, desirable, to model mechanically separate parts of an object as separate parts of your mesh. So the junction between the steel section and the ridged handgrip would be fine as separate mesh sections. Even so, in this case, I would probably duplicate the lower end of the top section and use the duplicate as the upper end of the bottom section, if I wanted a match.
If you're looking to reproduce your reference, though, there will need to be continuity of shading and texture over the junction within the steel section as it shows in your model. In other words, the meshes will need to be merged at some point, or at least have exactly matching normals where the two parts meet.
In order to achieve that, the underlying topology of the two halves must match, vertex-for-vertex, before the effect of any modifiers, unless you want to commit yourself to a ton of work.
Slightly beside this point, it's often possible for subdivision to 'rescue' a mesh. The un-subdivided mesh can be tortured, stretching in a way  wildly dissimilar from the final object, and yet produce reasonable-looking curvatures when subdivided. This will almost always cause trouble, and create work. In those cases, there is always a better basic mesh.

It looks as if @Jachym has made a very nice 'continuous' solution.

Thanks, both Jachym and Robin.  Jachym gave me a good way to know what the best parctice would be depending on the project but you Robin gave me the sure way I want to proceed.  That being of first joining the two meshes, vertice by vertice and the apply the modifiers this because I want it to be seamless as the references.  The project I am working on is the blade Anduril from the Lord of the Rings trilogy and people will be LOOKING at each minute detail.

There isn't one right way, use what works best for you :)

You can either join objects into one object (CTRL+J) consisting of multiple meshes
Or even join into one mesh, with all vertices manually connected (seamless)

Example
This sword is one object consisting of multiple meshes

Easy to swap different parts
It resembles a real sword structure which adds to realism


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Cannot Export as GLTF file with volumetric mesh in Blender 2.83
I am trying to export a personal project I made in GLTF format. The problem I am getting is the volumetric mesh looks black when exported. Is there any way how to overcome this problem[][1

Maybe you need to enable alpha blending?

@emackey i tried alpha blending but its still not working..the mesh has Principled Volume applied to it....

Yeah, you can't store arbitrary Blender nodes in glTF.  glTF has a specific PBR material definition, and the glTF exporter looks for certain fields on specific nodes that can be converted to that form.  There is documentation on this.


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I need help with transparent images in blender,
I am new to blender, I moved to this animating program from adobe animate(flash) recently.
In blender I have set up a sphere, but I want to add eyes onto this sphere like a face.
Whenever I try to do this by adding materials it just merges them both and makes a weird effect. What I want is to be able to have this eye rig on top of the current texture of the sphere. I wish to be able to set up a slider to change the eye emotions and the position of the eyes as well. I have linked a image which visualizes it

Sorry if I sound sort of picky, I've been having a go at this for a few hours now with no way of doing it found on my own.

You could probably get the same effect using greasepencil strokes. https://www.blendernation.com/2019/11/18/grease-pencil-eye-rig-tutorial/#prettyPhoto

is it possible to add this on a 3d rig?

Yes, just make it so that it has its origin set to the centre of the ball and it always turns to face the camera with the track to constraint modifier.

I am thinking that both the outside and the inside of the black lines are transparent. Is this the case?

@ZargulTheWizard The inside of the eye is white with a black outside and the rest of the eye image is transparent, the sphere has color


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Duplicate particle emitter
How to duplicate particle system, please clearly explain how to do. And I will show a pic of the particle emitter to change the name of the 1st step so I want to duplicate the 1st step so I don't know how to do it.

Next time provide a screenshot.

To duplicate the settings just add another particle system with the +, and choose the same value from the Settings combobox (ParticleSettings in your case). Note: the Seed value is not copied and will reset to 0 for some reason.
To change the name of the particle system or the settings just double-click the name and you can edit it. Note: Once you have edited the hair (Comb mode), all values become read-only, including the name of the settings.

Hair particle settngs, Blender 2.9x


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Particle dulpicate option not available in 2.78
I want to duplicate a particle system but I don't have an option in 2.78. I clearly show a picture only two options are available in it. 1 copy active to the selected object
2 copy all to select an object
But 2.8 version has that option in the duplicate particle system.
But I want to duplicate.

Why you can not use the latest version?

Because of my laptop graphic card, not an SSE

So that can't be support for my lap.


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Bevel. Blender vs Maya
just made some tests on how bevel works on non planar surfaces in blender and maya. I can't seem to find out how to make the same result as in maya, i tried all the width types, transforms are applied. Any ideas on what am i doing wrong and how to avoid this jiggled results in blender?

Hello :). Are you looking to make the flow more seamless? It's possible the bevel modifier might just not be 'polished' enough yet. It shouldn't cause any issues though, since it's on flat areas.

You might have to use something like Loop Tools to smooth it out. It is an addon which can be activated in User Preferences.


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How to edit a bone with a local axis?
Coming from maya I'm a little bit confused with some rigging stuff in blender, got stuck on this one. Here i have a two bones finger, i have an armature axis display on, and want to move the head of the bone in the edit mode along the Y axis, so the finger stays straight, but the local grab orientation (and any over orientation) doesn't represent the armature axis orientation, what do i do wrong?

Yes you would expect to be able to move the bone's head or tail on its axis, that said you can create a custom transform orientation axis on the selected bone

To move a bone in its local axes, rather than the armature's local axes, set orientation space to "normal".  "Local" should be armature local space, and if it's not, I can't explain that.

@Nathan, yes it lacks logic here, but Normal works, you should answer

Using the Normal transform orientation works, but with caveats:
When a children bone is connected to its parent, the connected joint shows the transform orientation of its parent bone, not the children:

You can still select the child bone and make the transform from there, but selecting and moving a bone will affect both its start and end joints.
That being said, when the child is disconnected from its parent, you can select the start joint with no issue:

You might have to click once or twice to select the start joint of a bone if it's overlapping with its parent's end joint though.

If you change to pose mode it uses the local axis to rotate the bone, then if you need the changes you did in pose mode in edit mode you can click on pose-> apply -> apply pose as rest pose (kinda the same thing as freeze transforms in maya). Also if you want to make the bone longer along the local axis you can change the length in edit mode transform menu.


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Boolean Union not removing intersecting geometries?
I need to merge a few objects and remove the resulting internal meshes/geometry, to be able to 3D print it as a single object. I'm pretty new to Blender but I understanded that Boolean Union should do the job, right? Well, for me it's not :( I'm using Blender 2.92 and this is the result of the Boolean Union:

The red highlighted portion is inside the arm, and it's what needs to be removed.
Any help would be highly appreciated :(

I see that your meshes are extremely dense. did you make sure they are manifold (=watertight) ?

Thank you for your answer. Well, that's the point, they are at least until I merge them, the highlighted piece is the arm's pin which goes inside the bust's cavity for better assembling. When I merge the arm and the bust the pin and cavity just stay there, they are not erased.


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Motion blur interfering with animation and camera
Motion blur is doing something wierd.
I like to create my animations all in one file and all in one render. That means when I switch the cameras and characters to a new location every time I do a new shot, which happens within the time of 2 frames, the motion blur option takes this into account and blurs the 2 frames like crazy.
image right before/after a different shot

normal image without motion blur

image right before/after a different shot

normal image without motion blur

Is there a way to tell the motion blur option that I don't want motion blur on certain frames?

Are you using one camera and instantaneously moving it back-and-forth?

I use to do that, and the same problem would occur, but now I use multiple cameras. However, I am moving a lot of props and things instantaneously.


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Blender 2.8 Material colors bleeding through faces in render
I apply simple materials with color to an object. The object has some duplicate faces behind the outermost face and the colors just seems to blend and get weird in render. I cannot bake the image properly. How can I make it so their is no bleed through and the faces look like material preview?

From what I can see from the screenshot, it looks like you've duplicated the faces and left them in the same place as the source face you duplicated it from.
This will cause problems because the renderer wont know which one is on top of the other - and so you end up with all those jaggy artefacts where it's kind of struggling with which one should be rendered over the other.
Quick solve to that is to just move the black faces out - can be by the smallest amount, just so they don't occupy exactly the same coordinates.
But, if the aim was to make those faces black, then duplicating the faces on top isn't the best method.
So I presume you have that mesh with one 'red' material ye?
Add a new material slot, create a black material in that, then go to edit mode of the mesh (if it's all one mesh) and select the face you want black, then 'assign' the black material to that face. (obviously get rid of your duplicate faces too)
If that's not the case, and the mesh just has duplicate faces, then you need to do some cleaning and remove the duplicate faces, merge vertices etc.

Thanks a lot. I guess i figured that regardless of faces, Blender would render the outer most face that showed correctly in the first image. I think the faces somehow were not only duplicates, but also identical location x,y,z and fighting for attention. I used merge vertices by distance and it nearly solved all the duplicates with some minor cleanup.


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I have a large scene with a hierarchy of nested Empties. I need to select and delete all the objects under Empties with a specific name
I'm new to blender. I'm struggling with what seems like it should be a very simple task. I have a large scene(a level imported from a game) that has a lot(hundreds) of nested emptys, and geometry under them.

My goal is to "clean up" the scene, to delete all the unnecessary objects. Specifically, I want to find all the objects which have "WRAP" as a part of their name, select them, and delete them. I also need to learn  how to select all the children of the parent empty(recursively, so that if it has other empties under it, and objects under them, it all would get selected), so I could delete a whole "branch" of the tree.
For some reason it's really hard.

I have tried Shift+G > Select children. It works if I select an empty with objects under it, but doesn't work if I'm trying to select an empty that has empties under it and objects under them.
I tried Space > "Select Pattern" > *WRAP*. It doesn't seem to work, blender  gives me no feedback, just doesn't do anything. Maybe I'm using it wrong?
I tried searching for "WRAP" in the outliner. It seems to filter all the objects I need correctly, but I can't figure out how to select them all to delete them. Besides, these are still the parent empties, I'd need to learn to delete their child objects.
I tried Right Click > Select Hierarchy on a parent empty in the outliner. Just doesn't do anything.

Also all the names of the empties are grayed out for some reason(in the outliner). Sorry for the newbie question, but can you help me figure out what's up with that, and how do I make them as a normal part of the scene?
Can you guys please help me out?
(Link to download the scene)

This should be rather easy, if I didn't miss anything.
Select and delete all
Filter name through the search bar.
Press Enter to confirm the search.
Select all, shortcut A
RMB > Delete

Delete hierarchy
Deleting the whole hierarchy of empties for some reason doesn't work well in the outliner.
Just move your mouse over to the 3D viewport and it works well.
RMB > Select Hierarchy
Delete Key in the 3D viewport to delete selected.

The grayed out items are hidden objects.
To make them visible in your scene, use the outliner toggles:

This is perfect, it solved everything, thank you so much!

@RayAlez Happy to help, good luck with your project :).


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Only one of the materials gets added when importing from GLTF
I have a GLTF file with two materials, each with a texture. There is only one mesh. However, when I import the file into Blender, only one material is available.
I imagine that the issue is that the second material isn't assigned to any mesh. I want to have two materials available for the same mesh and be able to switch between them somehow (for example, one texture that looks like grass while the other texture looks like metal, covering the whole model). Is there any way to achieve this?

I worked around the problem by adding a duplicate of the mesh and associating the second material with it. Not quite what I wanted, but it works now.


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when baking normals, do I have to set shading to smooth or flat for the low mesh?
When I set the shading for the low-poly to flat, I get the sharp edges baked into the normal map which I don't want. When I set the shading for the low-poly to smooth, the smooth-shading gets baked into the normal map, which I also don't want.

How can I simply bake my high-poly details onto the low-poly
mesh?
Why does Blender even change baking behavior when changing the shading mode of the low-poly mesh? As far as my understanding goes, this should have no effect - the goal is to bring my high-poly details to low poly. I do not care either about sharp edges of the low poly or the ugly artefacts of the smooth shading. Is there a purpose behind such behavior?

This is when baking with smooth shading for the low-poly:

The marked area should be a completely flat area, yet the smooth shading artefacts also get into the normal map.
And this is when baking with flat shading for the low-poly:

This looks better - but, alas, sharp edges of the low-poly cylinder end up in the normal map as well!

A tangent space normal map is a bake of normals relative to the low poly's normals.  Whenever you make a tangent space normal map, it is going to take your existing normals, whether they're flat shaded or smooth shaded (or custom split normals, for that matter), and bake them into your normal map.
So I think you just have a bit of a misunderstanding of what a tangent space normal map is.  You shouldn't be looking at your baked image to judge a normal map-- it can't be judged on the basis of the image alone.  You should be judging it on the mesh for which it was built.
Now, it should be said, there is someplace where it's important whether your low poly is smooth shaded or flat shaded or something else.  That's because whenever Blender bakes anything, it looks in the direction of the baking normals to figure out what to bake.  So, for example, if you bevel a cube, and then bake to a flat-shaded cube, you'll find that some bake samples never actually hit the high poly.  Unless you know really well what you're doing, you generally want a smooth-shaded low poly that completely encloses your high poly.
It's not very clear exactly why you want your normal map to somehow be independent of your low poly's normals.  I think there's probably some misunderstanding of what a normal map is, or what the colors mean.  But if you're really sure that you don't want your normal map to depend on your low poly's normals, you might consider baking an object-space normal map instead.  Object space normal maps are stored relative to object space, rather than relative to the sample's normal (which turns into the Z axis for the tangent space.)  However, object space normal maps will still be affected by your normals in that the low poly normals will still determine which way the rays shoot from the low poly (or cage) to hit the high poly.  Object space normal maps are not any good for deforming geometry, which is why tangent space normal maps are seen more frequently.

hi, thank you for the elaborated answer. I definitely should and will spend more time on it, and there definitely is some misunderstanding on my side, but... I actually also see the sharp edges on my model afterwards, not only in the normal texture itself. Also, when I use the smooth-shaded version of low-poly, it is actually not only the texture, I am not satisfied with the look of the resulting model... it also does look fine in blender, but, when exporting to unreal, those "problematic" places look poor. I'll try to refine my question or accept and post a new one, thank you!

Great info here, thanks :). Where were you a year ago when I was learning to bake normal maps?! :D

@sehrii make sure in unreal the green channel is correct. Usually if the normal map is correct in blender you should flip the green channel in Unreal. In the texture settings there is a setting to do that in Unreal without having to edit the actual texture file


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Switching between textures on the same model
I'm generating a GLTF file that will contain multiple possible textures for the same model, with the same texture coordinates. In GLTF, I can only choose one of these textures as active for the mesh (as far as I know). For example, the model would have the texture of flames as default. But there would be a texture of grass available too. Is there any way Blender would be able to switch between these two?

There are many ways to switch textures: switch material, have a single texture with different islands and switch UVs, have a factor controlled shader mix node switching between different node groups... I'd suggest to learn about Shader Nodes and how to use textures.

There's a work-in-progress glTF extension being developed to handle this, but the spec isn't final yet.  Feedback welcome!  https://github.com/KhronosGroup/glTF/pull/1681

Thanks @Bruno, I'll have a look.I'm not very familiar with blender, which one of these would be the easiest to switch from the user's point of view? So that they don't have to search for a thousand submenus and options.

You could have a mix shader and animate or add keys on the mix shader factor.


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How to Set Transparency to One Specific Color in EEVEE
What I want is assign the black color as an alpha or transparent, then the red color as a normal shader. I'm using EEVEE.
My render result:
What I actually want (edited in external app) :
My node:

Oh my actually it's simple, I use wrong shader. It should be principled BSDF, not emission. So what actually to do is:
 - Set black color of color ramp to alpha. Decrease alpha value to zero should work
 - Color output of color ramp must be connected to color of Principled BSDF, and alpha output to alpha input.


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Cloud Generator No More?
New to blender here.
I see some really cool images and tutorials showing a cloud generator add-on that looks volumetric.
Apparently it used to come with Blender though I see it is no longer in add-ons.
I can try to install it, and it shows up in add-ons, but then the tutorials show it being used through the Tools shelf which no longer looks anything like it used to.
Does the changes to the tool shelf mean this addon is no longer functional?

Most addons that lived in the 'Tools' panel now live in the 'UI' properties panel. You can open the panel by pressing the 'n' key from the Viewport.

The cloud generator has been removed from the Blender Add-ons Contrib repository by commit rBACf439379cf637af05bec87e2ee0273dd2b2b43d6b because it wasn't maintained and therefore not updated for Blender 2.8x.


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Blender Eevee lighting Rendering - Flashes of light in animation
I am experiencing a strange lighting effect with my last 2 rendered video animations in Blender.
The only thing I think my last to video animations had in common is the presence of more than one source of light in the fixed camera scene.
At random times during the animation strong and 1 frame long flashed of light appear.  They have the colour of one of the lights present in the animation in the screenshot below you can see one of these flashes.

I would like to know what I am doing wrong and if I can eliminate all the flashes.
Thanks in advance.

Try lowering the bloom threshold

currently, the bloom threshold is 8  should I bring it down to 3 or 2 or go up to 100 because it seems the more I go up the less the light effect?

Maybe you have accidentally keyed the light intensity.

do you mean I keyframed in the lights during the rotation animation?  I checked for keyframes in the lights timeline but there were not.

What version of Blender are you using? In alpha stage of Blender 2.80, this happen a lot in my experience when volumetric are enabled in my scene. At that time, I manually replace the corrupt image with the re-rendered one. Which is not a good solution

I am using blender 2.81 and waiting to upgrade directly to 2.9 when it comes out. I am considering rendering all the frames to images and as you said then replace the defective ones manually to finally use the compositor.

Does it happen at the same frame when you render it again? BTW Your file would be welcomed, just delete all parts of the scene that doesn't generate the issue. Thanks

No every time I try to render it the flashes occur at a different timing. I am in fact rendering the rotation frame by frame right now.  When done I will substitute the defective frames.

When I said file, I meant to share simplifies blend file with issue via https://blend-exchange.giantcowfilms.com

I just ran into what may be the same issue rendering out some of my scenes with eevvee.  See screen shot.  I did a bit of investigation and where I have a stack of point lights in a complicated mesh every now and then I'll get that flash.  If I turned off bloom it stopped, looking at the rendered image it would have a few super white pixels for some reason that bloom was really blooming on causing the flashes.
I added a clamp value to the bloom (20 in my case worked) and it stops that happening.
To re-render the affected scenes without redoing the whole thing I tweaked my command line batch render as below just to re-render the affected frames.
"--path to your blender install--\blender.exe" -b  "P.Scene4.Cut1.blend" -f 2,5,36,51,52,53,70,75,77,78,104,105,114,119,137,149,169,174,186,221,232,233,241,246,247,250,252,259,266,276,277,280,283
Perhaps you issue is different but check bloom clamp, 0 is the default and that means no clamp at all.

I am rendering with 20 clamp right now.

Cool let me know how it goes! FYI on some of my other scenes where I Also had issues and I had a lot of bloom going on I upped the clamp setting to 200 (this actually allows more bloom) and it still worked to stop the flashing so if you find 20 reduces the overall bloom too much for your taste but did resolve the issue try something around 200. Good luck!

Tried at 30 and the flashes were reduced a lot.  I will try at higher and see how it goes.

The render went quite well but not perfect.  At 30 clamp bloom flares were much reduced but still present.  At 200 clamp again bloom flares were much reduced but still present. However, I did as I was once suggested and corrected the defective frame in the sequencer and rendered the animation again perfect this time.


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Can I parent an object to follow a miximo animation?
I would like to parent or join the Object (yellow missile pod) to follow the animation movements of the mech (grey) which I animated (walk animation) through Miximo.  Is it possible?  Tried parenting but did not work.

Select the object, shift select the mixamo armature, go to pose mode, select a bone you wish as parent, press Ctrl P - Bone.


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Cycles Emissions
I have been trying to replicate a far-away sun between the two moons you see in the picture.
However, I cannot understand why this simple emission shader is producing no orange colour on the emission (no matter how strong I set it) but as you can see on the left moon an orange light is being generated.
might I have something wrong in my cycles setting?

Thanks for the help.

it's not orange anymore precisely because its strength is very high, it will only remain orange if the strength is rather low (1, 2...), then it will get white

if you are going for physical accuracy, white is correct anyway, because the sun only appears orange because of earths atmosphere. =)  Of course you may not want that, just thought I'd mention in case.  =)  hope someone can help u get the result you want.

It's normal behavior as color values climb above 1 (Standard View Transform) or 16~ (Filmic View Transform).
You need to use a volumetric shader or some other method to create a gradient where the center of the star is white and gradually fades out to your desired color at the corona.

Added a volumetric scatter node to the world shader and with some tweaking, it worked.  Thanks.  The result is in the link below.   https://www.facebook.com/photo/?fbid=4088353794603911&set=a.145957295510267

@ronin074 nice one


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Uninstalling Blender previous versions
I would like to uninstall many of the previous versions of Blender to free up some space.
When I go to the control panel to uninstall I cannot distinguish between the versions.
Can I simply go to C:\Program Files\Blender Foundation and delete the previous versions or is there a way to distinguish from the previous versions in the control panel? Thanks

You can delete it from Program Files. Or just click on the blender icon in your control panel and it should show the version at the bottom.


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Subdividing a cylinder for sculpting. What is the best way?
I have this model which mainly is a cylinder.  The bottom counterweight is boolean added to it and I added loops to make all the vertices fit better.
I would like to subdivide the middle section to be able to sculpt it but I am not managing it.
Subdivision or multiresolution modifiers are totally deforming this simple form which is the one I want.
My end result is to sculpt some bandages around the cylinder in sculpting mode. Any suggestion or should I use another object and then try to boolean it with this part?
Thanks.

I'd suggest adding one loop cut and slide it up or down the cylinder to where you want your bandages. Then bevel the loop with Ctrl-B using the scroll wheel to increase the number of loops to what you need and moving the mouse to set the required length on the cylinder. You can fine tune that in the bottom-left settings property before you do anything else.


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Modeling subdivision lines can be seen on my final modeling results even if object is flat shaded why?
Every time I model and cut or subdivide a face even if it is a quad or tri the subdivision line shows the final result as you can see from the pics below even if the face is flat-shaded.  Why?  I would prefer if these do not show?  What am I doing wrong?  It happens on nearly all my models.
Thanks for the help.

I'm not sure Shade Flat does what you think it does.
Shade Flat means, render each face with it's unique vertex normals. No averaging for any of them.
Like this:

See how this center vertex actually has 4 normals, attached to it? That's what you're seeing.

Shade Smooth means take vertices with multiple adjacent faces and "average" them out, turn them into one vertex normal.
Like so:

I think what you probably want is something like Shade Smooth, Auto-Smooth and a Weighted Normal Modifier.

Which looks like this.

Thank very much for the help.  Strangely though I removed the Auto Smooth and the model came out perfectly as I wanted.?

If you're using the weighted normal modifier without the autosmooth it does nothing. The difference between a mesh with decent topology and Shade smooth and Weighted Normals vs. just Shade Smooth is probably minimal. Autosmooth alone is usually for hard surface objects that you want to keep low poly but preserve somewhat decent shading.


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Make a ring larger but same thickness
Is it possible to make a ring larger, but maintain the same thickness?
I only selected the vertices of the ring, the ring is part of a larger object and I don't want to separate it.
If I simply scale it with S, it becomes thicker as well.

There is no obvious way to do this without detaching the object, as far as I can see. Could you post some images of the objects in question?

Possible duplicate of Constrain to any 2 axes during transform?

Try scaling in the y axis how much you want, then scale the same in the x axis. (Example with things you type: S,Y 90, S,X 90)

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


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UV Mapping Issue
I have a problem with my UV Mapping.
I made the Texture Map as usual, but sometimes, some faces do not take the texture from the specific area in the Texture Map but others.
The software I'm using is DSMODT, a Mod Tool for Dark Souls 1. Here is the list of screenshots: https://i.sstatic.net/2iiEi.jpg
Example of the problem

So what I did was to isolate the specific area :

And put my texture in the little isolated corner :

But the issue stays the same. This faces are textured with the big wood and gold square of the texture map file.
Why, is it a problem in Blender or did I do something wrong?
I'm sorry, I'm not an English speaker and I don't really know the good vocabulary to use.

How many materials are applied to your object? Is the correct material slot assigned to those faces? What happens when you open that texture in the UV/Image Editor, do the faces still match the correct part of image? Judging from the ingame screenshot stretching, it looks like those faces aren't unwrapped at all, are you sure those are the faces in question?

Abject, the first thing that came to my mind when I read your question is that maybe the faces which do not seem to be taking the textures have the normals flipped, so that while the faces are textured, the texture is facing the inside of the mesh. If this is the case, try flipping the normals for those faces.

@brasshat Thank you for your answer ! I flipped the normals to see if it was the problem, but it wasn't :'(

@DuarteFarrajotaRamos Thank you for your answer ! First of all, I do the 3D models in Sketchup, I then export them in ".dae" files before importing them in Blender.
I only use Blender for the Armature and the Texturing.
Therefore, I don't really know what the material have to do with it for example :/
I tried to select all my meshes and to "Assign" the material. Is it the right thing to do ? Because it doesn't solve the problem. And yes I'm sure those are the faces in question :'(

Abject, you may find it useful to upload your ~.blend file to http://blend-exchange.giantcowfilms.com/ and edit the link top the blend file into your answer. I don't speak for anyone else, but I can't help anymore with the information thus far provided.

Problem Solved !
Your answers helped me thinking another way I was thinking at first.
Some polygons were just weirdly imported from my Sketchup model.
I learned two new features : the "L" key, and the "Make Edge/Face".
Both helped me to see where were the problems with my polygons.
My Shovel Knight is now complete !

Praise the sun ! [T]/

I cannot accept my own answer in less than two days... WTF ?
Anyway, how can mark this post as solved ?


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How do you make a spiral?
I need to make a little spiral for a model I'm making you know those little things on the handle of a furnace

Related: https://blender.stackexchange.com/questions/42131/modelling-a-spiral-around-a-sphere

You can easily do this with a Bezier Curve object.
There is a builtin addon shipped by default with Blender that allows drawing spiral objects. You can activate it under the File > User Preferences > Addons > Add Curve: Extra Objects.
Then on the 3D View add a new curve type object, from Add Curve:Spirals > Archemedian
Adjust paremeters to your liking, more importantly Height, Radius and Number of Turns. You can also use Radius Growth although I fear it is insufficient alone.
After creating your base spiral, you can enter Edit Mode in it, activate Proportional Edit , select a buch of spiral loops as desired and use scaling to change the radius into that smooth shape.
Be sure to use S, then Shift+Z to restrict scaling to the XY plane, so it will only make the loops thinner/fatter, without moving them in Z axis.

I went into user preferences and added the extra curves but there is no option to add an archemedian curve

Try Shift + A > Add > Curve > Add Curve:Spirals > Archemedian in the 3D view. Make sure you are not in edit mode under another object.

Is it supposed to be like a little sub menu thing?

It is under a submenu, check the included screenshot in my answer.

I can't see any screenshots I'm on a school laptop also i don't see any sub menus under spirals

There is an animated GIF in my answer illustrating the process, can't you see it?  Check this https://i.sstatic.net/lzIgy.gif