text:
How do I know the string inputs accepted by a "function?" parameter?
(Apologies for the unclear title. Please bare with me for I am completely new to coding and I do not know many terminologies.)
What I mean by the title is I wish to know the inputs accepted by (Not sure what it is called... functions?)
For example:
cube = bpy.context.active_object
cube.keyframe_insert("data_path", frame=0)

This is one of the first few lines of code I have learned. What I wish to learn is...
(1) what is keyframe_insert() called? is it a function?
(2) I have partially read the Blender Docs regarding this "function?" and have known its parameters, particularly the data_path which accepts string arguments like "location" and "rotation" (that is all I know for now).  What I wish to learn is, how can I know the other arguments accepted by this parameter? Is there like a book that I could reference to? The Blender API Docs only states the parameters and the definition but not the accepted arguments.
The Blender API Docs is like a labyrinth for me. Thanks in advance!

Although your questions relate to Blender API functions, I'd strongly suggest that you learn the basics of python itself first. There are lots of online tutorials about python. this is the official Python start page for beginners and this is the Blender manual start page about using python in Blender.


text:
What is the correct way to make the turbine blade geometry? What tools to use?
What's the best way to make a blade? I tried to come up with something with curves, but it turned out very poorly.
Src: https://thearchimedes.com/images/pdf/AWM%20brochure%20Respect%202023%20HQ%20compressed.pdf

source: Stack Exchange

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

sort: votes


text:
Image sequence bug?

I've been trying to add an image sequence in the node editor to give my characters animated expressions, but when I change the offset the material turns pink, pls help

maybe you can't see any image with this offset value?

for some reason it only shows anything when in offset 9, and not anything else

in your node, Frames determine the number of frames that can be read in your series, Offset at what frame it is supposed to begin, Start Frame allows to freeze the first frame for the desired number of frames, is it correctly set?

Did you try checking the auto-refresh button?

And see this: https://blender.stackexchange.com/questions/105750/image-sequence-texture-no-preview

Hi Please use a title that reflects the content of the question. It should be descriptive but succinct, unique and identifying, summarizing the issue so that users can at a glance understand what your post is about. Use the [edit] link below your post and avoid anything not strictly essential to the post. Remember, your title is the first thing potential visitors will see, and makes your question findable for future users. See "What is the problem with posting an image or link and asking “How do I do this?""

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


text:
ocean physics and simulation
do you have some recommendations on how to create a shot in which a monster breaches through the ocean's surface? Kind of like in the Gozilla Movies.
I looked at the ocean modifier but what I need is a full-on collision simulation.
Here is an example video:
https://www.youtube.com/watch?v=iwdld-51PRg

any suggestion would be appreciated

For that, you will need simulations. In my experience, Mantaflow is just not up to the task. You might want to try Flip fluids but I do not have any experience with that so can not tell you at all whether it will manage this. And could you please add the update as a new question? That way everything is separated and it is easier to help you.


text:
Python bezier curve extends to origin
I am trying to create a bezier curve in Python with 3 control points, P1, P2 and P3 (lines 47 to 58). Somehow I keep getting an extra extension (from P3 to the origin). How do I avoid this from happening?

Please paste your code in text format (wrapped in triple backticks or indented so it's formatted as a codeblock)

The problem is that the new spline you create on line 42 already has one point at the origin and to this one point you then add 10 more on line 45. So you end up with 11 points. Then you move the points 0 to 2 to the coordinates but the rest is left on the origin. So to solve this just add 2 points, not 10.
import bpy
curve = bpy.data.curves.new("curve", "CURVE") #create curve
spline = curve.splines.new("BEZIER") # create spline in curve with 1 point
obj = bpy.data.objects.new("MyCurve", curve) # create object with curve in it
scene = bpy.context.scene
scene.collection.objects.link(obj) #link object to scene

spline.bezier_points.add(2) #add two points so we got 3
#create a point list
P = [[0, 1, 0],
    [0.7, 0.5, 0],
    [1, 0, 0]]

#itterate over the list of coordinates and assign to spline.
# ! len(P) must be equal len(spline.bezier_points)
for i in range(len(P)):
    spline.bezier_points[i].co = P[i]
    spline.bezier_points[i].handle_left_type = "AUTO"
    spline.bezier_points[i].handle_right_type = "AUTO"

Hope this helps.


text:
Geometry fading away into fog

I want to achieve the same effect of geometry blending into the fog in blender. I tried doing this with a plane alpha blend and a noise texture but it didn't work
I wondered how it's possible to achieve this effect using blenders eevee renderer thanks.

I suppose you would like to use eevee?

yep i am about to give up dont think its possible :(

giving up is not an option

Hope this helps, using AOVs you can create a custom z-height layer that you can then composite over your image and get the disappearing effect that way.

First, add a custom Shader AOV and set it to Value. And while you are at it also enable transparency.

Then in your material for all the pillars and objects you want to fade away assign the z position to the Shader AOV with this node setup:

Then you can create the fadeout and composite it over your original image using the following nodes in the compositor:

If you have any questions feel free to ask and keep in mind nothing is impossible.

Interesting, I've never worked with Shader AOV and didn't know what it's for. But for this task I find using the Mist Pass much more comfortable and just like made for it as the name suggests.

The problem with the mist pass is that it gives the distance from the camera so the objects will disappear not based on their actual height but the distance from the camera if you look more or less straight down it works but if you tilt the camera too much the effect is a different one

Yes, of course you're right. I was more thinking of a homogenous mist overall and then the distance from the camera would be relevant, but this is more like ground fog so my method won't work that well. Anyone, maybe someone learns how to use the Mist Pass from my answer and for everything else there is your answer :)

i dont know what exclude bg add fade on pillar nodes are :p

The "Exclude background" node is a renamed Math node and the "Add fade on pillars" is a renamed Alpha Over node. And the "Bacckground" node is a renamed RGB node. @Phönix64 It is not a good idea to rename nodes without any explanation. Beginners often cannot recognize just by color or in-/outputs what nodes they are actually. This may be helpful in your workflow to remember what they are used for, but it's not helping in answers here.

Uh thank you sorry yea will change that

@Phönix64 amazing stuff thank you so much :3333

@Phönix64 i noticed these white lines when i zoom in any ideas what might be causing it
https://drive.google.com/file/d/16nMLZ5Apa8ZLdE9zpTTcxYsQwDODTmqq/view?usp=sharing

That is an artefact of multiplying the alpha mask, you can try adding a Dialet /Erode node and set distance to -1, https://imgur.com/a/WRUGL0z

@Phönix64 that fixed i really appreciate the help thanks again :)

@Phönix64 hii i was wondering if its possible to apply the aov to all the objects in the scene uniformly regardless of the height
i want the vertical column to look like the rest
https://drive.google.com/file/d/1QY0xdU8E7xOuBWLaBM_7ErHx5Z9hUaM_/view?usp=sharing
but when i use the same material(which has the aov) on all the objects it looks like this i think because column is lower than others
https://drive.google.com/file/d/10rkaplHn0sdtFlZqyGHt_1aZLU_3mY1S/view?usp=sharing
tried giving it a const value
https://drive.google.com/file/d/19Kwo3BiN6fclrOIVzKyMr9rAO_Rz022f/view?usp=sharing

@mangojuiceI I am not sure whether I understand you correctly. Could you maybe share your blend file using blend-exchange? The z position gives the global how far up you are if you want to get the local z you can try swapping the Geometry position for a Texture Coordinate generated or object, make sure to apply the scale.

@Phönix64 this is how i want it to look like:
https://drive.google.com/file/d/19uXvuRpti6sxrv51v97YbukMwBfUM1Z-/view
this is how it looks with the changes you suggested looks like the effect is only applied halfway which is weird:
https://drive.google.com/file/d/1TIZ4GnTsI_jttS1CsWY3kMqMKbzXgetZ/view
tried other stuff like using object instead of generated changing rotation scale etc:
https://drive.google.com/file/d/1LetnMVh9iCXaJi5gSIfegSxKJl-b0vX8/view
my blendfile:
https://drive.google.com/file/d/1Ikoa_YMzAokzMkZ7ckj-mY_uvtD4SMrr/view

This is a good application for the Mist Pass, it is perfect for that and you can switch between Eevee and Cycles, it works in both render engines.

Enable Mist under View Layer Properties > Passes > Data.

This automatically enables the Mist Pass settings in the World Properties where you can set the Start, Depth and Falloff.

If you now also enable Show > Mist in the camera's Viewport Display settings you can simply change the settings in World Properties according to where you want your mist to appear.

As you can see in the following image, by enabling the camera's Mist display, the camera now shows a line representing the start and end of the Mist Pass, where the Start value is the distance from the camera where the pass begins, and the endpoint is the start distance from the camera plus the depth, and you can tweak the settings in the World Properties so that your objects are within this range (for example).

After rendering, the Render Layers node now also has an output Mist. The Mist Pass generates a gradient ranging from 0 at the starting point to 1 at the endpoint, so that everything that is at the start distance or closer to the camera is black and everything that's at the end distance or further away is white.

Of course you can change the output with a Color Ramp for example for finetuning the gradient, or change the Start and Depth etc., but basically for your question you can now use the Mist output as factor to mix the original image with a color to let the objects disappear in the mist of the chosen color:

i followed all the steps but its only visible in my final render i cant adjust in it the viewport
https://drive.google.com/file/d/1ZbQE9SnLSk_ICUgF0MTMBOjf9mE8S3vu/view?usp=sharing

@mangojuice This is done in compositing, the effect is not visible in the viewport. You can only see the line that represents start and end in the viewport - as my screenshots show.

i see i was thinking something more like a ground fog since its calculating the distance from camera some of my scene disappears thanks for the reply though i didnt know about it maybe i will use it someday :3

@mangojuice Yeah, sorry I realized later that you were looking for ground fog but maybe this helps someone who stumbles over this question while looking for something like this.


text:
UV mapping node in the compositor. Why can't I subtract some pixels from the alpha channel with a mask?
On trying to  answer this question, I can't subtract information from the alpha channel without running into borders that persist from the UV mapping node. Those borders come from the original image's alpha channel.
When I map a mask using the UV mapping node, I would have expected to get only the information from the mask in the image (meaning the mask on a black background), but the image gets some alpha information from the render layer as well. That information I cannot subtract from the alpha channel.
This is the setup I'm after, that shows the error:

and the result of the subtract operation:

If you look at the mask going through the UV map, there are some edges that are not part of the mask at all, but are the edges of the original alpha channel of the image used in the texture.
The object in the scene is just an EXR image imported as plane, mapped to a principled bsdf, that uses the Alpha channel of the image as Alpha on the shader.

Here's the blend file

EDIT:
If I ignore the alpha channel on the original image, the mask shows correctly, but now the edges of the UV map show.

Added math node.
The blue color changes a little bit.

This difference is in the original alpha channel.
Same view, same zoom level:

The question is why subtracting a mask does not take away those pixels.

If you notice the problem appears before mixing the render layer, in the Map UV, where I would expect only the mask to be present with no other information from the image itself.

Oh, you're right, hmm...


text:
blender compositing - 2d motion blur when using a transform node?
I am attempting to use the blender compositor and am adding a post move of a camera shake to my plate/cg composite.
If I were using a simple 'transform' and/or 'rotate' node within the compositor, how do you apply a 2d motionblur to this?
my node graph looks like so:

and I ask, as in nuke, it's as simple as ticking a box:

Any tips appreciated,
Cheers!

why don't you use the blur node?

Heya!  Could you expand on this?
The blur node doesn't seem to provide the motion steps of a camera shutter open/close, but rather an overall gaussian blur.
I'd love to be proven wrong though!

I'm not sure it exists in Blender, there is the Vector Blur but it takes into account the movement in your scene, not the movement in an image sequence

@jerry-nz: i wrote an answer, how i meant it ;)

i have made a very (!) simple setup, be aware that you might have to change some indices values to get the same result.
My idea is to subtract the transform value form the current frame from the value of the frame before.
so this: t(f) - t(f-1)
you can get a value from an fcurve like this:
bpy.data.actions[0].fcurves[0].evaluate(frame)

so it is very easy to get the value from the frame before:
bpy.data.actions[0].fcurves[0].evaluate(frame-1)

so i set this value as driver in the blur node:

(bpy.data.actions[0].fcurves[0].evaluate(frame)-bpy.data.actions[0].fcurves[0].evaluate(frame-1))*20

of course you have to multiply it with a factor (be aware: The value in the blur node does only take integers). Or you change the strength of your noise (i used a noise fcurve to animate the transform value).
I just did it with the x value here (because i am lazy), but you could add another driver for y and z if you want to, and of course for rotation as well.

And this is my result for just (!) x driver:


text:
Distribute joints on procedural pipes with geo nodes
I'm trying to make a procedural pipe generator with geo nodes, the thing is that I have no idea how to distribute the joints where I want. The pipes work by extruding vertices. Here is an example:

But when adding joints, I have no idea how to control where to place them. I want them to be place automatically in sections like this:

Following this image as reference:

Edit: Currently, I manage to slide them where I want, I just need to find a way to make the ones on each end of the pipe to not translate:

Here is how I did it:

But I'm not sure yet how to isolate the ones at the end of each pipe as they are now seen as individual edges, not conected between them. Any ideas?
Either way I'll say that's not really important now, I thing it works pretty well as how it is right now:

search for johnny matthews on yt. He made a great tutorial about it.

This might be the video @Chris was referring to: https://www.youtube.com/watch?v=_qOLhZQM_7c

Thank you guys, unfortunatly, some nodes aren't aviable any more on Blender 4.x

From your picture with the red lines, I would propose to define a distance from the "central" node of the device (bend, T-junction, ...)  to place joints (plus one at each end obviously). Or to add boxes centred on devices and to put joints at intersection with the segments. How much control would you like ? How automatic would you like it ? Could you use vertex weight to encode this distance ? Could you use vertex groups per kind of devices to hard-code these distances in GN graph ?

I want to make it a automatically as possible. I found a different approach but I still need help. I'm going to edit my question.

(Using Blender 3.6.8)
Making assumptions about some not shown parts of your GN graph, here is a proposal where new nodes are highlighted in green, and modified nodes in orange.
Before splitting edges to make disconnected curves, the number of edges connected to each vertex is recovered by an Edges of Vertex node to be stored as an attribute in Point domain. Free end vertices have a count of 1 ; others have a count of 2 or more. This attribute is firstly transmitted to curve control points through the Mesh to Curve node, then to spawned instances through the Instance on Points nodes. It is finally used as a selection mask for the Translate Instances nodes, to shift only joints with at least 2 connections.

Resources:

Thank you! It worked perfectly!


text:
Issue on beveling mesh at intersection of topologies
How can I bevel this ? It's a shape that I've attached to a sphere. I tried beveling it before adding the sphere but since it had 16 vertices at point of attachment, I couldn't add it.

These are the edges that I want to bevel.

After the bevel

Close-up of vertices after the bevel

I also tried mean crease but same issue. I actually tried beveling before adding the sphere but was not able to blend them together since the beveled mesh has 16 vertices and couldn't really figure it out.

Could you upload your file with https://blend-exchange.com/ ? I'm pretty sure your topology is bad somewhere and it prevents you to bevel more than what you showed us.

blender-exchange doesnt upload the file even tho its only like 1mb @Lutzi

You have to accept terms and copy-paste link to your question.

yeah uploaded, it said " file may take some time to process" with a loading bar so i thought i had to click on upload when the loading bar is done loading lol

You could extrude from 4 faces of your sphere:

Then bevel:

Create this topology:

Add this edge loop to avoid the pinching:

Result with the Subdivision Surface:

For the object you share, maybe remove this edge loop:

i tied doing it like that but couldnt get it to work :( here is the file if you are willing to help thank you https://we.tl/t-go0o5uSCGO

You couldn't get it to work, but at what step do you fail exactly?

It looks weird with pinches even after adding supporting loops

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

here

I'm not sure what you mean, you can perfectly bevel on the second object (don't forget to recalculate the normals, they are flipped): https://zupimages.net/up/24/12/2mh6.gif then rearrange the topology as shown

i tried the same u did but it is not working properly for some reason i flipped normals too thanks for noticing  https://jmp.sh/s/ERI2McHyXHj5UeGe9VkE

After bevelling you need to correct the topology with the knife (K) or with some joins (J), see my images

thank you i think it worked, i have some weird dark shading tho is it bad topology or normal ? https://zupimages.net/viewer.php?id=24/12/e4sr.png and https://zupimages.net/viewer.php?id=24/12/wdgp.png

could you please share your file?

this is the complete file, its my first model with no youtube tutorial so since you at it and if you want an overview topology feedback is appriciated file

See my edit, remove this edge loop, it will make the shape rounder, is it what you want?

yeah it looks better i really appriciate it thank you, i also subbed to both of ur channels even tho i dont speak french that good but i find ur content helpfull espacilly that baking tutorial :)

@tukay3 kid hey thanks a lot   ;)   now you need to learn french

lol i speak un petit peu


text:
How to render blender hair and skin on the same mesh?
I'm somewhat new on Blender, basically all youtube or Stack Exchange taught, so I'm not the best at all at rendering things...I got the hair rendered, but it's on the same mesh as the body, which I want to texture paint and render...how do I do that? Thanks!

You can assign several materials to a mesh.
To do that :

Go to edit mode (use face select mode Ctrl+Tab then 'face' as materials are applied to faces, but you are already in this mode here)
Select your hair surface using the group you have already created for the particles
Invert your selection Ctrl+I : the non hair part is now selected
Create a new material using the 'plus' sign in the material panel
Then click on 'assign'
You can then check that the assignation is ok : deselect all, then click 'select' in the material panel

Now you simply need to create your material (click on 'new' as this new material slot is selected), mark seams, assign a texture, etc. The same way you probably have already done it for the dress

Note : an alternative is surely to separate the scalp part. If you prefer that :

In edit mode select the scalp (using the group)
Duplicate it Shift+D
Then separate it P then 'selection'

In that way, you can have the hair and the scalp skin also. But here your hair is very dense and the scalp skin is not visible, it seems... so this is as you whish.
Another point. You have a lot of subdivisions with the subsurface modifier. You may lower it a bit and use the 'smooth shading' on your mesh. You will save a lot of calculation time, specially during the rendering. But this advice is totally optional !

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


text:
Issues with cloth simulation-glitches and takes forever to load?
I'm having trouble testing the way the shirt is going to lay down on my character,  it all works alright until parts of it glitch especially around the collar and stomach. This takes forever to load up, too...am I doing something wrong? Thanks!!

After applying the modifier, there is 500,000 triangles. This is a lot and might explain why it takes long to complete the cloth simulation. I would think you might be able to reduce it to 30k.

I agree with @TTTTTTa, make a low poly version or copy. Once the shirt is finished you can add it to your high poly if needed

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


text:
Mesh is disappearing in Orthographic View? Is there in Perspective view
My character mesh is showing up in Perspective view just fine, but completely disappears in Orthographic view, I have no idea why. This is brand new, as I've been switching back and forth. It's not hidden or anything, and it just disappears entirely. Anyone know how to fix it? XD Thanks...

This is the result of viewport point of view shifted too much; thus the center of the orbiting the view point is somewhere far away which makes viewport act somewhat unexpectedly. See for explanation and solutions http://blender.stackexchange.com/questions/644/why-does-the-zoom-sometimes-stop-at-a-point

Could you please accept the answer if it solved your problem?

This may help but if you use top orthographic view make sure your mesh is below the horizon line.

Select your Model
Switch to Ortho (nothing will be shown)
Then choose View Selected from the view menu as shown below or using the Numpad .
Then select View-> Front Numpad 1


text:
How do I keep cloth attached to a rig while still falling with gravity?
So I made this character yesterday, and today I added a scarf and a rig and such. I assumed the cloth would follow the mesh with the rig, which it kinda does, but now when it falls if I lean the character over it's not following gravity.... any thoughts? Thanks!!!

Related: http://blender.stackexchange.com/questions/41235/rig-that-reacts-to-gravity

you need to pin part of your scar and animate it with an armature. You don't sim the entire scarf, it'd be practically impossible. The real proper mind set is to: 1. make a proxy scarf - something low poly and has roughly the same shape of your scarf; 2. rig your entire scarf; 3. pin your rig to the topos of your proxy scarf. If you do it properly you'll get some very convincing results.


text:
Extrude Curve Between Two Paths
I'm trying to create a beveled edge with a smooth transition from one radius to another as you can seen in the image below.

The primary selection is the path I want the secondary selection to follow while it tapers down to smaller radius bevel of the existing geometry.
Both the inner and outer "tracks" that the bevel should follow have the same number of segments (6) so the final shape should have 24 faces (6 segments x 3 beveled faces per segment). I hope that makes it clear what I'm trying to accomplish.
I think I can create the geometry fairly easily by hand using curves between each segment, but I thought there might be a more elegant way to dot it.
I've read a few topics (32571, 34763, 31211) that I thought might help but haven't been able to get anything to work yet.
I'm quite new to Blender so I hope I'm not overlooking something simple.
Thanks for the help!

See the BSurfaces Addon Blender artists thread, and Wiki page  if you want to do it directly from curve objects

For this sort of thing you may use the Grid Fill operator, as long as all opposing loops have the exact same number of edges, and belong to the same mesh object.

If you want to use actual Bezier Curve objects as guids for lofting, you may look into using the BSurfaces Addon. See the Blender artists thread, or it's Wiki page.
This sort of thing is usually best modeled with either NURBS or Solid Modelling CAD based software, though.

Thanks a lot! Grid fill did the job well enough for my current needs but I will keep your other suggestions in mind for the future.


text:
How to remap "use tool" button?
In the node editor there are three tools available in the T panel, box select, annotate, and link cut. I'm trying to figure out where the bindings for these tools are configured? By default it seems the "box select tool" allows use of the other two via the 2.8 keybinds for draw (DTweak LMB) and link cut (CtrlTweak RMB), while with the link cut tool active, DTweak LMB doesn't annotate.. only ever link cuts?
Anyway I'd like to achieve 2.7x behavior (link cut on CtrlTweak LMB), but even with the correct binding set in the keymap, I only get the behavior of the selected tool when I drag LMB.


text:
My rendering image is different than the camera view
So, yeah, I did the hole camera to view shtick but is still different

Looks like you have a keyframe set on your camera, its possible that you've moved the camera's position without updating or saving the new keyframe. Try changing what frame on the timeline you're on to see if it updates and moves.

I dont really know how to do that
Update:

You can use the arrow keys or click and drag on the timeline to change the current selected frame. When you're done, select the camera in its correct position and press I to set a keyframe for its position and rotation


text:
Non-free memory in bpy.types.Panel. Solved
I ran into a problem when creating a class instance inside the draw function at the panel. The fact is that when restarting addons in my addon, the values that were involved in the instance of the class are reset to default and an error appears when closing the blender:
Not freed memory blocks: 144, total unfreed memory 0.010300 MB

apparently, this is connected with the instance of the class. In principle, I can do without it, but my ui code becomes just incredibly cumbersome and unreadable
here is code of draw function:
class UIMode:
    def __init__(self, collection, props_override, do_override, do_override_name, prop, prop_index, listname, list_prop, list_prop_index, name):
        self.collection = collection
        self.props_override = props_override
        self.do_override = do_override
        self.do_override_name = do_override_name
        self.prop = prop
        self.prop_index = prop_index
        self.listname = listname
        self.list_prop = list_prop
        self.list_prop_index = list_prop_index
        self.name = name

def draw(self, context):
        layout = self.layout
        scene = context.scene
        settings = scene.global_settings

        row = layout.row(align=True)
        row.prop(settings, 'enum_settings_mode', expand=True)

        layout.use_property_split = True
        layout.use_property_decorate = False

        def scatter(props):...

        def passive(props):...

        def active(props):...

        ui_selector = {
            'SCATTER': scatter,
            'PASSIVE': passive,
            'ACTIVE': active,}

        ui_classifier = {
            'SCATTER': self.UIMode(scene.s_collection,scene.s_override, settings.override_scatter, 'override_scatter', scene.s_objects, scene.s_objects_index, "POB_UL_ScatterObjects", 's_objects', 's_objects_index', 'Scatter'),
            'PASSIVE': self.UIMode(scene.p_collection, scene.p_override, settings.override_passive, 'override_passive', scene.p_objects, scene.p_objects_index, "POB_UL_PassiveObjects", 'p_objects', 'p_objects_index', 'Passive'),
            'ACTIVE': self.UIMode(scene.a_collection, scene.a_override, settings.override_active, 'override_active', scene.a_objects, scene.p_objects_index, "POB_UL_ActiveObjects", 'a_objects', 'a_objects_index', 'Active')
        }

        def ui(mode):
            ui_mode = ui_classifier[mode]

            if ui_mode.name == 'Active' and settings.enum_pipeline == 'COMPLEX':
                row = layout.row()
                row.label(text="Only in advanced mode", icon='INFO')

            elif ui_mode.collection is None:
                row = layout.row()
                row.label(text= f"{ui_mode.collection} collection is not specified or empty", icon='INFO')

            elif len(ui_mode.collection.objects) < 1:
                row = layout.row()
                row.label(text= f"{ui_mode.collection} collection is empty", icon='INFO')

            elif settings.enum_pipeline == "SIMPLE":
                props = ui_mode.props_override
                ui_selector.get(mode)(props)

            elif settings.enum_pipeline == "COMPLEX":
                row = layout.row()
                row.template_list(ui_mode.listname, "", scene, ui_mode.list_prop, scene, ui_mode.list_prop_index)
                row = layout.row()
                row.prop(settings, ui_mode.do_override_name , text="Override")

                if ui_mode.do_override:
                    props = ui_mode.props_override
                else:
                    props = ui_mode.prop[ui_mode.prop_index]

                ui_selector.get(mode)(props)

        ui(settings.enum_settings_mode)

panel code example
class MyPanel(bpy.types.Panel):
        bl_idname = "MyPanel"
        bl_label = "MyPanel"
        bl_options = {'DEFAULT_CLOSED'}

        def draw(self, context):
            layout = self.layout
            scene = context.scene

            class UIMode:
                def __init__(self, collection):
                    self.collection = collection

            # Create the UIMode instance if it doesn't exist
            if not ui_mode:
                ui_mode = UIMode(my_collection)

SOLUTION: After 12 hours of searching problem and code refactoring, I realized that the problem was in the depsgraph handler function, I did not add the list update condition, and the properties just depend on the list. That is, I deleted and added objects every time any property changed...
(however, this did not solve the memory problem, the error always looks the same, I do not know what it is)

Are you able to reproduce it consistently? Can you provide some sample code that can consistently reproduce this problem?

As a rule of thumb draw should only be used to display data, not to modify data, be it Blender data or plain old python data.

@HarryMcKenzie yes

I’m glad you found a solution, but please don’t edit it into the original question: Post it properly as an answer instead.


text:
When combining obj files, one of them gets weirdly distorted
I am trying to convert two obj files: a generic head without a face and a rudimentary face.
When I display the face by itself (in its own file), its fine. Same for head. But when I combined the 2, the face becomes very distorted!

I am combining the 2 obj files through code:
https://drive.google.com/file/d/1KlmV7lG0A992T01vXUaQOVbVQdXPxuRf/view?usp=sharing
Basically I'm just appending them together but where I use o to define each object. So I'd write o head and below it are the vertices and faces of head. Then after I'd write o face and below it are the vertices and faces of face.
In theory the file seems fine. Why is it doing this? Could it be because there are overlapping vertices? If i cut the part of the face from the combined obj file and pasted it elsewhere, the face looks completely fine too! so I'm assuming the combining is what's causing the problem.

You can't just append .obj files together. The list of vertices in an OBJ is global, not per-object, so to append them changes the vertex indices. Why don't you just import both .obj separately?

Hello. Could you share the script as text in your question ? Thanks


text:
There's a node in the middle of my character when exporting from Blender to Mixamo
I've created a character in ready player me. I imported it to Blender but when I export it to Mixamo an esphere appears in the middle of the character. It is a viewer node in blender I think.What should I do? And where Is the problem? A viewer node appears when I import the character to blender and I dont know how to delete it.

Hello and welcome. As it stands this question is unanswerable and was put on hold for lack of essential details to understand the issue. Risking stating the obvious, only you have access to your scene, so unless you describe it thoroughly you alone know your exact setup, settings and what steps you took to arrive where your are now. Describe the issue in detail, add images of relevant settings and user interface, with the [edit] button above. Don't post comments or ask a new question, editing will automatically queue it for reopening review.

Thank you very much Ive added some details.

There is a hidden Icosphere inside your scene. By default the FBX exporter exports hidden objects. Find the hidden object in the Outliner and delete it.
You can also press Alt + H to reveal all object hidden in viewport.


text:
Problem when Installing Mixamo addon on Blender. Please help me, I cant do what the video tutorial I shared shows, Ive tried so much things
IM HAVING TROUBLES WHEN INSTALLING THE MIXAMO ADDON FOR BLENDER.
and this is the video tutorial https://www.youtube.com/watch?v=B_A4cI6JZyA should work fine but does not wor for me. thanks.

Instead of asking the same question several times, try to improve the original question by using the edit button.

Abobe has not updated the addon for for Blender 4+.
Download it from here. https://gitlab.com/x190/mixamo_blender4


text:
3d to 2d transformation
i have a 3d model with multiple imprint areas on them.

Below is its texture map.
i have the UV map of the bottle aligned with the texture.

but the UV map of imprints is not aligned to the texture of the bottle. it is placed in the center of the texture.

The desired position of imprint is as follows.

Are there any tools/libraries/scripts available to position these UV map pf the imprints with respect to the bottle automatically. Any help/guidance would be highly appreciated. Thanks.

There's a shipped Add-On: 'Export UV Layout'  which will appear in the UV menu when enabled. Does that help?

i have edited the questions. can you please go through them and help me??


text:
Re-align object axis to global
I somehow my objects got assigned to an alternate grid axis.  I am not sure how to reset it.  I want the object group to spin and rotate on the global XYZ axis gimbal.  Any help on how to reset this would be helpful.

The problem is your delta transforms. Prior to 2.8 you could clear them by applying the transforms and in the Adjust Last Operation panel check the "clear delta transforms" box. the docs state, that you still can do this – but i can't seem to find it. https://docs.blender.org/manual/en/latest/scene_layout/object/editing/transform/clear_apply.html

It's under the CTRL+A pop up menu in 2.8

I have tried applying the transforms with no change. It just rotates the sphere.
to align with the local axis.  If I apply the transform again it just rotates the sphere again.
I must be doing something obviously wrong.
I can not locate the "clear delta transforms" anywhere.

I found it.  Please post a solution so I can resolve this.


text:
Apply Easing to Wave Modifier
I am using the Wave modifier to apply a ripple effect to plane. However, I notice the waves are very robotic... is it possible to apply any easing to this process so it looks a bit more natural?
Closer look: https://bit.ly/3m1BDjv
Modifier settings:

You can make the modifier follow another object, or use a texture or both. Is this what you mean?

Hello, please post a diagram / Screenshot  of your problem and the expected behaviour so we can send you in the good direction :)

Here's an example of the video: https://bit.ly/3m1BDjv
Notice how jarring the waves are? isn't there a way to smooth this out a little bit so that it looks more natural?

Sorry I still don't know what exactly gives you trouble. Have you tried tweaking the settings in the modifier ? You can change the height / width / cycles of the waves

If natural is the desired effect as in your question, perhaps an ocean modifier is what you want? Used on a simple cube is very versatile. Otherwise, same as @Gorgious I'm having a hard time following the goal.

I totally understand what you want and what you need. But actually, if I subdivide a plane and add the wave modifier the animation is very smooth and eased. could you share your modifier settings? not sure what causes the jaggy animation in your example

What I mean by easing is having the ripples start and end smoothly. Watch the center one: it's moving up and down like a piston. It doesn't ease in and out
@bstnhnsl https://ibb.co/CKbGRyZ Take a look here.

is your speed at .005 or something? I really can't reproduce what you are showing. my animation is really smooth with the same settings.

@bstmhnsl. Can you post a video of what you’re doing with the similar settings? I’m running 2.9

you should share your file (delete everything except the plane with the wave): https://blend-exchange.giantcowfilms.com/

@moonboots Here it is: https://we.tl/t-toiLP0Ylqj

are you sure it's the right file? I barely see the waves...

I am, yeap. I'm trying to play with the settings in order to get this smoothed out a bit. If you want to send me a file you've made doesn't have this problem I'd be happy to take a look @moonboots

This seems to be a logical approach: https://www.reddit.com/r/blenderhelp/comments/fqx88n/how_do_i_keyframe_animated_modifiers_such_as_the/
But if I could just use a curve bezier to ease the animated modifier, that would make 10x more sense

this is what I can do from scratch, what would be the problem with a wave like that?

@moonboots Yeah I tried it with your settings and it still looks pretty unnatural, totally robotic

@moonboots Actually it worked out great! Thanks for your help... Really appreciate it!

so what was your problem on your initial file?

I noticed that your rendition didn't have the solidify modifier. After matching up all the settings on both models, I'm concluding that's what the problem was caused by.


text:
How can I adjust the Graph Editor?

I am following the donut beginner tutorial on youtube, when it´s about animation. The Graph Editor was introduced, but things look a little bit different on my try. Above is how it should look.
And here´s my turn. By scrolling the numbers get bigger, but that doesn´t solve the problem of not displaying a curve.
Edit I managed to zoom in to more reasonable numbers like in the tutorial but there is still no curve in the Graph Editor.

in your Graph Editor, look at the top bar, you are at frame 46500, maybe it's your problem? go back to frame 0

I went back to zero, but still no curves.

could you please share your file? https://pasteall.org/blend/

https://www.dropbox.com/s/ws2ydd2d6vlfviu/donut_8_animation_share.blend?dl=0   the file is slightly bigger than 24MB...

The problem is that you've enabled the Normalize option, it switches the vertical number bar from degrees to -1 to +1. Select the good track (Z Rotation) and zoom in a lot, you'll see the curve:

Okay  thanks, I can see the curve now, but it starts around 120 vertical. When I move the curve to the negative area it plays backwards.

I'm not sure what you've done, in the Graph Editor select the curve and move it on the Y axis until it starts at the degree you want. If it still doesn't work please share your file again

Maybe you have Only Selected selected (little arrow on the right-hand side of the Normalize button). If  you have only the first keyframe selected and this button pressed you will not see the graph lines. Uncheck it to see them.

Like in most editors that have a notion of adaptable view, you have a View menu, allowing you to control that.

And the shortcuts for these controls are the same in all these editors.
And like most editors, you can use ⎈ Ctrl MMB to zoom in and out. This results in a simple zoom in the viewport and most other editors,
but the Graph editor will resize its interface on both X and Y axes depending on how you move your mouse up/down or left/right:

Nah, sadly that didn´t help.

Have you tried "Frame All" ?


text:
How do I make a render appear in the compositor with Nodes?
I am following a tutorial and can´t find a way to do it. So how do I make a render appear in the compositor with Nodes?

This is my setup. I want my render to appear in the background.
Any ideas?

click on the "backdrop" button (upper right corner of the view)

how does that button look like? Is it visible in my image?

yes, it is under rendering and compositing, or two buttons right from your pin of your main view.

In recent versions of Blender you need to enable backdrop and add a Viewer node. You also won't see anything until you've rendered a frame.
To enable backdrop, click the backdrop button in the compositor header:

Here is a simple compositor setup I use as a starting point:

I've drawn a red box around the Viewer node, to highlight it.  You don't need a frame. You can ignore the Denoiser node.  You just replace it with the setup from your tutorial.
Notice that there's no image in either the Render layers node, or the backdrop.  When I render a frame that changes:

I found the backdrop button in the Animation section, not Compositing. Why is that?

Sorry, I don't know, unless your window is narrow enough that the button is hidden to the right.  Have you tried scrolling the Compositor editor window's header to see if that's the case?


text:
Why is my object missing in the render?
I recently rendered a project i was working on and found that the main object was missing in the final render. I checked older versions of the file and it was all the same. What could it be?
the render is on the right.
this is the most recent state. There are some pyramids on top. I wondered if it has something to do with textures i added, but i removed them and nothing changed.

this is an older version, before i tinkered with textures...

It appears that many objects in your outliner are disabled for render. That is a very likely cause.

thanks! i din´t realize you can enable and disable objects in the outliner. That was it!


text:
Mtree Add-On Installation
I would like to know what exactly I have to do to install this add-on, since what I tried didn´t work. I used already the zip-file, I used init.py both in the main folder and the python_classes folder. It´s for making trees. These are the relevant links:
https://github.com/MaximeHerpin/modular_tree/releases
https://github.com/MaximeHerpin/modular_tree

Installation Instructions are available on the web site.  Note that you do need to pick the version for your OS because it includes a compiled C++ binary.

Yes, i used the .dmg version for OS, but how do you know I have a Mac :/

@IrenäusBlaszkiewicz: I have a macbook - i could install it and see it in the list - but i couldn't click on the "enable" checkbox - i have no idea why. Maybe you should report an issue on the github page of the add-on. I made good experiences reporting issues - often they help you quick. my error was: cause: cannot import name 'm_tree' from partially initialized module 'modular_tree' (most likely due to a circular import) (/Users/chris/Library/Application Support/Blender/3.2/scripts/addons/modular_tree/init.py)
addon not loaded: 'modular_tree'

Download the zip file.
Then in Blender, go to the menu Edit > Preferences.
In the Addons category, click the Install button, select the zip file and validate.
After a few seconds it should display the addon alone in the addons list. You have successfully installed an addon.
Then all you have to do is to activate the addon by ticking its checkbox ON on the top left corner of the addon.
Most addons can be installed this way. When it's not the case, it is always in the addon's documentation.

The installation on itself seems to happen but it doesn´t display the add-on in the list when I search for it.


text:
What do I miss to see the texture?
It has been a while since I played with blender and must have lost basic understanding of it.
This must be something very simple or I am just missing something. I am trying to add material/texture to an object. However, it takes a color, but not the texture/image, nor any of the maps for some reason. I downloaded map from polyhaven and preview on the right hand side shows correct texture. But material applied on the object does not take the texture..
I have tried to change engine from Eevee to Cycles, but texture is still not there. Tried to render an image but it still just stays gray, without the texture.

Please share your Blend file having first packed the texture files via Blender's File > External Data > Pack Resources menu.  You can then share it via https://blend-exchange.com/ following the instructions there to copy the link on that page. Then edit your question here and paste the link into it.

Thank you John for taking your time and detailed instructions how to do it. I have uploaded .blend file with packed textures.

No problem. As you'll see you have an answer from josh. The only thing I'd add is that you can clean up some of your objects by selecting All in Edit mode and then using the Mesh > Clean up > Limited Dissolve menu. That will get rid of a lot of the unnecessary extra edges that Sketchup seems to add to triangulate the faces and will leave a much tidier UV map when you UV unwrap the object.

Your object is missing an appropriate UV Map.
To solve go to Edit mode, select all, press U > Smart UV project.

Thanks, it solved the issue. I tried to Unwrap it with vertex option and did not get anything good initially. But with faces option and smart UV project I got it!


text:
Rigify: Why is FK not working on the mesh but IK is working well
I'm using the generated rig from Rigify, weight paint is done, parenting is done, everything is working fine except the hand.L. It can only deform when I'm using the IK bones and IK set to 1, but if I want to use the FK bones to deform and set the FK to 1, it does not work.
The .Blend file:

FK Not working:

IK is working well:

In the screenshot you seem to have the same bone selected all the time. You have a set of IK bones and another set of FK bones, you don't use the same depending on whether your limb is using IK or FK. Also, Rigify's rig doesn't look like this by default, have you modified it in some way?

They are not the same bone, the color are different, and I just change the shape of the rig, the whole arm is using FK included the upperarm, forearm and hand and they are working well except the hand part.

For your character mesh Vertex Groups, do you see a group named after the hand-FK bone?  And if not, does the hand-FK bone have it's Deform property enabled?

I think it would be easier if you just share your file with us so that we can check the rig ourselves.

Im using the DEF collection, both right and left hand is using the DEF-hand.L and DEF-hand.R with different weight paint and these 2 bones is enabled in Deform, but hand_fk.L and hand_fk.R is not enabled in Deform, however the right hand is working well with both of the FK and IK of the rig, but the left hand is only IK is working

Agree with @L0Lock: this becomes a guessing game otherwise.  Also,, IK bones should always have mesh deform turned off.

Hello, user186459, welcome. This one really does need a share on https://blend-exchange.com/ to avoid a guessing-game. Please follow the instructions there, and edit the provided link into your post. Then we can re-open for you, and be of as much  help as we can, without taking shots in the dark. Thanks.


text:
to thin lines, flickery,problem with house

I dont know what I did but I didnt had these lines the whole time,they just popped out.
I had some problems so I undid a lot and redid, like I pressed ctrl z until it stopped doing smth and then i redid it sometimes back, it was chaotic. Now I noticed these lines and i think i did something wrong? Its in my viewport because Im still modelling.
I cant move on because I think I need to fix something or either it will distract me later. Can someone help me please

I noticed some more weird lines and dont know how to delete  them properly at the edges (these on the picture i could dissolve)
like at some point everything went wrong

I cant make a proper screeenshot from the screen because i need to move to  make a proper one, and if i stop the lines are going like in the last picture
blend file v4.1

That first images is showing a moire pattern so I guess it is a photo of your screen taken with your phone's camera. Please us Blender's built-in screenshot generator which will eliminate distortion from external sources. Use Blender's Window > Save Screenshot menu then edit your question and add the image to that in future.

It looks as if you may have overlapping geometry. Go into wireframe mode with Shift-Z in Edit mode and take and post another screenshot. As @StefLAncien says sharing your Blend file would also be helpful.

I checked the provided Blender file using version 3.6.8, and I failed to reproduce the reported defaults even moving the view point. Just in case version 3.6.8 "sanitized" your file, here is a link to upload it.

StefLAncien i dont really understand what you mean by sanitized. When i open the file nothing changes.


text:
How can you scale stairs to decrease per step?

Hello, i am buliding some kind of gate or portal. I used the Array Modifier on a block to get stairs and wondered if there is a way to make it decrease per every step. I want the stairs to get smaller to the top.

Make what decrease every step?

Maybe i am using the wrong term here. I want the stairs to get smaller to the top.

You may do it using the proportional editing (Linear falloff).

Apply the Array Modifier, then select the face of the very top stair and snap the cursor (with the 3D Cursor pivot type enabled) to it (Shift+S-->Cursor to Selected). Enable the proportional editing with Linear falloff type, press S, then set its range using Mouse Wheel. Scale the mesh to the desired size.
NOTE: You may add a shape key before scaling to make the transformation work non destructively.

when you write face, do you mean just the plane on the backside of the highest step as it appears in the GIF?

YUP. As in .GIF :).

i finally did it. it´s important to use the y-axis while scaling by simply pressing y. When you don´t do that and don´t use a shape key (also important to press that button and adjust Key 1 to 1 as in the GIF) as in your NOTE it bulges a little, what´s also kinda unproportional. Your way is a little more accurate than using SimpleDeform because the stairs stay horizontal at the sides. By using SimpleDeform the stairs tilt a little to the inside (don´t know if that´s teh proper way to describe it).

Add a "Simple Deform" modifier. Then select "Taper" and check either "Lock Y Axis" or "Lock X Axis" . Then adjust the "Deform Factor"

That´s exactly what i was looking for. Did you make that GIF?

Yes, I made the GIF :)


text:
Why can´t I place a texture in the colour bar anymore?
So I am watching the "Blender Beginners UV Unwrapping Tutorial", but cannot see how to add a texture to my material like in the color bar in the video
(there should be a dot to click on). I remember having done this before. Has the current version of blender changed so much or am I missing something?
This is what it should look like

and how it looks at my screen, i see no option for adding an imagetexture

please add the tutorial link and approximate minute for what you're referring to... (or, better, an image from it, embedded here)

You are using the wrong render engine. You want to be using cycles, but you are using Blender Render. At the top of the screen there is an option to change the engine. You can see in the first screenshot where it says Cycles Render.

haven´t thought about that, of course!


text:
How can I use Screw Modifier right?
So I am watching a tutorial until the Screw Modifier (https://www.youtube.com/watch?v=Ebx2qbBlvh0 at 13.54 min) comes to use. I made 3 circles and added the modifier (and made sure they that don´t touch each other), but the outcome is different:
It should look rather like a string of wool or fabric. There´s always that cylinder im the middle that´s bothering me. I watched a special tutorial about the modifier, however it didn´t help.  How can I make it behave like in the video?
There´s my file https://www.dropbox.com/s/3logecmy0c8azhq/teddy_low2.blend?dl=0
The next step will be to apply the yarn to an edge-path with the curve-modifier, as I understand it. I may open a new question about that.

just select your object and go Object -> set origin > origin to geometry

You stole my DeLorean

that's right. and it dives like crazy....i LOVE it!!!


text:
Why are my planes transparent?

I am learning retopology, but the first problem starts at the beginning.
Somehow my basic plane is transparent in object-mode. In edit-mode the outlines disappear even, leaving just the origin point visible. In Material-Preview all works fine. Nonetheless: how can I make the Plane visible in Solid View?
Here´s the file
https://www.dropbox.com/s/d2wttf1gugfblrm/troll.blend?dl=0

From given screen it is just guesing ... in object mode doesnt seems to be transparent, left corner is solid, looks more like hiden by Troll (thanks to wrong snapping)? if you move plane far from Troll is it transparent too?

Hm, actually when I move the plane away from the troll it isn´t transparent anymore.

if you provide blend file we can check it out

voila: https://www.dropbox.com/s/d2wttf1gugfblrm/troll.blend?dl=0

you used a shrinkwrap modifier which makes the object move "inside" the other object.
If you want to see it you have several possibilities:

increase offset in modifier

hide the other object

use wireframe


text:
What happened to displacement and bump?
I am following this tutorial up to 8.24 min, where it´s about displacement and bump under material properties. I am using blender 3.0.
You can see it on the right lower corner.
Is that setting anywhere else to be found?
EDIT:
I came back to that matter to eventually find that same problem again. The whole setup seems to have changed in 3.1. I don´t seem to find Displacement and Bump. I have Cycles turned on. What can I do?

You need to be in Cycles

Ok thanks. Didn´t consider this.


text:
Fade in action applicable to all objects (in cycles)
I am trying to make a schematic video about assembling a machine. For a lot of objects (bolts, etc...) I use the same delta location action, so they get assembled in their position. This allows me to use the NLA editor, to make almost all the animations.
The problem is when I try to fade in & fade out objects. Loc, rot & scale works well, because all objects share these properties. But transparency depends on the material.
I've tried to have all materials end with a mix node connected to a transparent shader. So with the 'Fac' slider I can animate the fade. But the result action can't be shared between different objects, as they have different materials.
So, is there any visibility property of object I can animate? This would be great for motion graphics too.
Thanks

I've tried using custom properties for each object. But  it seems you can't use them inside a node tree (please, correct me if I'm wrong). This way I could use this object property to affect the factor value of the mix node.

Related: http://blender.stackexchange.com/questions/3654/how-can-i-create-a-single-cycles-texture-with-a-different-image-for-each-object and http://blender.stackexchange.com/questions/2071/control-several-different-materials-via-one-slider

I do this very often doing edu videos, and do it this way:
Use object info node -object index to animate per-object visibility.
I animate values 0-100 for the 'pass index' property of the object, then multiply these by 0.01 and use resulting value to mix transparent and any other shader

You could use a node group to do this:

Add a mix shader and create a new node group by selecting it and pressing CtrlG
Add a transparent shader to the node group:

Add this node group at the end of all the materials you want to simultaneously fade in/out:

This process can be made a little bit faster with copy and paste:

Select the node group and press CtrlC
Select each object/material and press CtrlV to paste the node group.

Adjusting the Factor of the mix node inside the node group will set it for all instances of the node group

With the factor set at .5 and .8 (click for larger image):

You could move all objects, that are to be faded in simultanously, to the same scene layer. Then setup a render layer that only renders this scene layer. In the compositor you can easily fade in this render layer.


text:
How can I see the cage look of the Subsurface Modifier?
So I am watching a tutorial about making a chair (https://www.youtube.com/watch?v=AP5CTAKckBI) for a while and had this question for a while now.
I can´t seem to find a way to make that wireframe-like look appear like in the video.It´s not that necessarie, but I would still like to know about that. In the video it´s called the "subsurf mode", but changing the modifier setting doesn´t help. here´s the file: https://www.dropbox.com/s/1tez5qwvzopn3xk/soborg.blend?dl=0
I use Blender 3.0
I want to be able to select that wireframe cage like in the tutorial...

But this is what I get

CHeck the top-right icons of 3Dview editor :)

I think I did. I would guess that Wireframe is the right way to do this but no.

You probably want to disable under modifier "Optimal Display" ... Right?

Ah, Optimal Display is interesting but not quite it. Why is it in the tutorial possible to select all the wireframe cage? (orange highlighting, see updated post scrolling up) That irritates me a bit.

The 'cage' is displayed in edit mode when you highlight the button in modifier immediately to the left of the modifier name -- the one that looks like an inverted triangle.  You don't have that selected.

@MartyFouts in provided second tut screen is not highlighted ... Square icon next to triangle as well ... I m completely out of understanding what the Q is about.

There are several setting that can contribute to that look. Here's a video rundown:

In your case, you're probably looking to enabling the Wireframe mode (the leftmost sphere icon at the top right) and un-ticking the "Optimal Display" option from the Subdivision modifier.

I had the same problem following the tutorial.
What he has activated:

Wireframe Viewport Shading (icon top right corner)
X-Ray (icon top right corner)

Also he has deactivated:

Subsurface Modifier: Edit Mode (icon on top of the modifier)
Subsurface Modifier: Optimal Display (checkbox)

He THEN toggles the subsurface modifier to be visible in edit mode (icon on top of the modifier).

The first screengrab, he is in Edit mode. The outlined screengrab, he is in Object mode. That accounts for the different look.


text:
Why does my lighting not work?
A point-light in my scene won´t work. When I set it on sun-light the cube becomes white but the anvil stays completely black. Why might that be?
Here are the nodes from the highpoly mesh.

And the Lowpoly version.

Hello. Can you [edit] your post to include a picture of the shader nodes for the anvil?

One thing to note is that the light power works very differently for sun lights than point lights, so if you have a 1000W point light and you change it to a sun, it will be a 1000 power sun, which will make everything completely white. generally the sun light uses values in the <10 range. not sure if this is your issue but it could be


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Texture Paint - Why is my object plain white and not paintable?

I want to Texture Paint something and my texture is white. In material viewport and render preview it appears completely white, without shades. I also can´t paint on it, if i try nothing happens. What can I do? Here´s the file (hope it works):
https://www.dropbox.com/sh/vzwcsr3ridb8ahg/AABo0ZRR8cQG5T-_2JdNQMfya?dl=0

I changed the texture to black with 1024px and added the Diffuse Node and toyed along with the viewports. Still can´t  paint on the object.

plug it into a DIffuse node before the Output. Why can't you paint on it? Maybe share your file

The Diffuse Shader just makes the object pink. I uploaded the file and linked it above.

You don't have any HDRI picture for your world (or at least you haven't packed it) so the background is pink, remove the Environment Texture node from the World Shader Editor:

Back to Shader Editor > Object mode, plug the Image Texture into a Diffuse node, maybe load a lighter picture (the current one is 6144 px large)?

Create a sun in the scene, give it a Strength of 4 (just to check the result in Rendered preview mode). Select your anvil and switch it to Texture Paint, try to paint, if it still doesn't work, switch from a mode to another (From Material Preview to Solid) and then back to the mode you want (except Render preview). It should work.
For your last question:

Choose Blend > Mix instead of Add
Close the Texture Mask
Keep the Texture if you want but in that case choose another color than black.

I opened the file again today. I have shades now, but still can´t paint on the object. I actually use a  HDRI picture, but didn´t pack it. Sry.

have you tried to switch from a display mode to another? Maybe share your file again?

i have added the current file under the old link. switching between display modes didn´t change anything.

@Irenäus Blaszkiewicz I've edited my answer, I hope it will fix your problem

It worked somehow, but I am not sure if it has something to do with the lighting, I just pushed my point lightsource further away.

mmh what do you mean, I didn't talk about lighting

you recommended making a sun.

oh ok, it's not important, it's just to check the result in Rendered preview mode  ;)


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Why is my mirrored object in blender lighter/darker than the original object? Even with a simple cube?
EDIT: I Figured it out!
I just hollowed out part of the mesh, on the side that would touch the mirrored object.
Hopefully this can help others having the same problem.
Dunno how that worked, but it did.

Original post:
Whenever I try to mirror an object, the mirrored object is always lightor or darker than the original.
For example...

Is there a way to fix this? Originally I was using this mirror method to create a lightbar (below):

But as you can see, one side of the triangular bit is CLEARLY different from the other in terms of shading..
However this only seems to be the case on smooth shading, flat shading looks just fine.
However, when I export it, to be used in a game, it reverts to smooth shading and looks awful.

I am using Blender 2.7.3.0 btw, because I probably should've mentioned that.

Those are generally cause by inconsistent normals. Make sure your geometry center is perfectly aligned with the desired mirror axis, make sure the seam vertex are correctly aligned at the origin axis. Turn on merging and clipping and check if the tolerance is high enough.

I don't think that it is normals as I have recalculated normals multiple times... and wouldn't the normals for a simple cube already be correct?
Like, in the first picture, that is a newly created cube, and it has the same problem.
I'll add my normals to the main topic.
Well, apparently I can't due to rep restrictions, but they all seem to look normal.

link
Maybe this will work, here are normals.
http://imgur.com/a/fBXOr
Also here are my origins..
http://imgur.com/r4TCirX
I don't 100% understand what you are saying about getting the geometry center perfectly aligned with the desired mirror axis... Or the seam vertex... Could you please explain?

Fixed it ! Just did this : http://imgur.com/a/7PIHf
Thanks for the help though!

Figured it out! I just hollowed out part of the mesh, on the side that would touch the mirrored object.
And basically just went, delete / faces on that part.
Hopefully this can help others having the same problem.
Here is an image showing what I mean.
https://i.sstatic.net/bQKsN.jpg


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The skirt tranparency bug
I want to know how to make it render all of the skirt because it keep being like this i don't know what to do the skirt keep messing thing up now it tranparency issue how to fix this?

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

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


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Store Named Attribute not working
I have two meshes. One is the generation of the node, the second is the application of this node.      But after applying all the Uv and normals disappeared and I want to return them and apply them.
But when I enabled Store Named Attribute again it stopped working

What should I do to apply the material correctly?
Different Store Named Attribute settings in generations

On the screenshot there's 2 named attributes, which one do you mean? Are you sure you want to set normal to $<0, 0, 0>$?

@MarkusvonBroady On the mesh on the left the same thing is used but without applying the geometry node. The original node is not mine and I'm still figuring out how it works. And only the Store Named Attribute changes the UV and Normals of the object making it pleasing to the eye


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Why are Object mods and Edit mods different?
I edit normals and noticed that in Edit mode and Object mode the appearance is different and I don’t know why.

File

hello could you please share your objects? https://blend-exchange.com/

@moonboots I trimmed it as best I could but it was still too big. Used Google Drive

Do you have an active modifier on the object ? In edit mode by default modifiers are disabled

@Gorgious I have no active modifiers

I don’t know why but I had the shape key selected and when I switched to edit mode the form key was selected automatically

your link asks for an authorization


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How to get rid of black streaks?
file  (I don't know how to upload a blender file with additional files, so I added a zip archive)
I have an animation of a bush with leaves (To make rendering easier I baked them in alembic
format)
But I noticed that black stripes appear periodically

simplified version of the material

How to solve the problem with black stripes?

I don’t think the title of this question accurately matches the question body. It isn’t so much how to make a leaf material, as fix the one you have, with which, as you mentioned, there are multiple problems, not just one. You might need to deal with these as individual issues and ask separate questions about them with details.

@TheLabCat That's why I asked that maybe I'll have to make the new material from scratch. But I don't know where to find a lesson for this.

Asked what? I don’t know what you mean. As for tutorials, this site isn’t for finding them. You can check the Blender manual for basic information, and use this for when you get stuck on something in particular, but you shouldn’t try to ask multiple questions at once, or use this site to substitute learning the basics. This looks like a very unique way of making a tree, where did you get it?

@TheLabCat I simplified the question

Just on a guess, I might remove the whole “Shader to RGB“ conversion node tail with the gradient and everything, as it doesn’t seem to be having any good effects and possibly is causing the bad ones. Try a plain green emission shader instead.

@TheLabCat do you mean this?

Ok, well, that didn't work. Hmm, Do those black areas look particularly crowded in solid view?

Note: The official way of sharing a blend file is with blend-exchange, and to have the external files included you need to pack them. I've got the blend via the method you used, though.

Let us continue this discussion in chat.


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How to use random value and vector?
I have a geometry node to edit UV
And I want to add a random number for the X coordinate
But when I add it, UV breaks down

But when I enter the number manually everything works fine.

Full node

I don't understand what am I doing wrong?
I need this to create different leaves in a mesh from Planes

Why wouldn't the UV break down if you're randomly moving coordinates? Perhaps you don't know that $1$ is a lot in UV space, because the $0$ is supposed to mark the beginning of the texture, and $1$ its end (so you're moving from the beginning to the end of the texture).

I might agree with @MarkusvonBroady that 0 to 1 is probably a much too wide range... but to judge on that I would have to understand (or you should explain in your question) what your actual goal is. Because how you have set up the nodetree it looks as if you wanted to distort the UV map (but this fails because you probably have just a default plane there with only four corner vertices, but Geometry Nodes need geometry to store values, i.e. more subdivisions). Or, and this is what the screenshots suggest, you actually want to show random parts of the color grid (undistorted).

The Random Value node generates a value for each vertex in the mesh. If you want to have the same value for each point, you should plug a singular value into the ID socket, which by default gets the ID of the element.

If you want to get a value for each face, you can evaluate ID on face domain (in this case you should store UV on Face Corner):

See also:
Random node
Evaluate on domain

For "each face" implies that there are more faces... but the first screenshot in the question looks clearly like there is only one face. That's why I asked in the comments for clarification what exactly is the goal and mentioned that depending on the desired outcome more resolution might be needed.

You already accepted the other answer, but just to show how I understood the question: I thought you had a bunch of instanced planes, all using the same material with an image texture of a 3 × 3 grid of leaves.
Then I thought you want each instance to show a different part of the image texture, i.e. one of the 9 leaves variations. Since the planes are instances, you have to realize them to get the index of each face.
Important: In the following setups, each Random Value node gets the index value of the faces plugged into the ID input which comes from a Evaluate on Domain node set to Face. This is not only necessary for getting random values per index, but without the face index each vertex would get a different random value, which will distort the UVs.
Now this index is used to create a random integer between 0 and 2. I choose those values because the image has three rows and three columns of leaves, think of them as indexed with 0, 1, 2.
I use two Random Value nodes with different seeds to create integers, because I want to get random values for rows and columns (i.e. X and Y values in a Combine XYZ node). If I use only one value for X, I could only get leaves from a single row (or column if I only used them for Y values). Using the same random value for X and Y would result in getting only the three diagonal leaves (0, 0), (1, 1) or (2, 2).
After adding them to the original UVMap vector I scale them by 1/3 to get the correct offsets since each column and row has 1/3 of the full UVMap's width and height.
Here is the result, I did not create a bunch of leaves like your example but instanced them on a grid so that you can see the variations better:

If you now also want to rotate those images randomly, you can take another Random Value node set to Float with a Min value of 0 and a Max value of 2*pi for example and plug it into the Angle input of a Vector Rotate node set to Z Axis. The original UVMap data from the Named Attribute goes into the Vector input of the Vector Rotate node. The result goes into the Vector Math > Add node. The order is important, the rotation has to be first on the original map, then comes the addition and then the scaling. A different order will mess up the UVs.


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Adding Smooth by Angle to an object with python
I want to add the "Smooth by Angle" modifier to a list of objects. So far I have figured out the modifier is a NODES modifier, aka Geometry Nodes, and that it uses a node_tree called "Smooth by Angle". However, this node tree does not exists in the blend file. It exists in an asset called ESSENTIALS.
The tool tip when adding the "Smooth by Angle" Modifier says this:
bpy.ops.object.modifier_add_node_group(asset_library_type='ESSENTIALS', asset_library_identifier="", relative_asset_identifier="geometry_nodes\\smooth_by_angle.blend\\NodeTree\\Smooth by Angle")

This is the code I have set up so far.
for obj in rig_objects:
    nodes = obj.modifiers.new("Smooth by Angle", 'NODES')
    nodes.node_group = # How to get the smooth by angle node tree?
    # Set Angle to 70

How do I do this?

I managed to find a way to accomplish what I wanted with bpy.ops.object.modifier_add_node_group.
def add_smooth_by_angle():
    active_object = bpy.context.active_object
    rig_objects = [obj for obj in bpy.data.objects if obj.parent == active_object]
    angle = math.radians(70)
    for obj in rig_objects:
        bpy.context.view_layer.objects.active = obj
        bpy.ops.object.modifier_add_node_group(
            asset_library_type='ESSENTIALS',
            asset_library_identifier="",
            relative_asset_identifier="geometry_nodes\\smooth_by_angle.blend\\NodeTree\\Smooth by Angle")
        obj.modifiers["Smooth by Angle"]["Input_1"] = angle
    bpy.context.view_layer.objects.active = active_object

The problem with the above code is that calling on blenders operations costs a lot. When dealing with a large amount of objects it can take seconds to execute.
Here's an improved version that has faster execution time, because it only calls on the operation once.
def add_smooth_by_angle():
    active_object = bpy.context.active_object
    rig_objects = [obj for obj in bpy.data.objects if obj.parent == active_object]
    angle = math.radians(70)

    has_node_group = False
    node_group = None

    for obj in rig_objects:
        if not has_node_group:
            bpy.context.view_layer.objects.active = obj
            bpy.ops.object.modifier_add_node_group(asset_library_type='ESSENTIALS', asset_library_identifier="", relative_asset_identifier="geometry_nodes\\smooth_by_angle.blend\\NodeTree\\Smooth by Angle")
            smooth_by_angle = obj.modifiers["Smooth by Angle"]
            smooth_by_angle["Input_1"] = angle
            node_group = smooth_by_angle.node_group
            has_node_group = True
        else:
            smooth_by_angle = obj.modifiers.new("Smooth by Angle", 'NODES')
            smooth_by_angle.node_group = node_group
            smooth_by_angle["Input_1"] = angle

    bpy.context.view_layer.objects.active = active_object

When I tested the first solution I got an execution time of 5+ seconds. When I tested the second solution the execution time dropped down to less than a second. It felt snappy to execute. I left both solutions in the answer to illustrate the importance of not only finding a solution, but also making it run quickly.


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Object does not follow entire curve for follow path constraint
I am trying to make an object follow a bezier curve I made with the follow path constraint, but when I add the constraint the object starts about halfway down the curve, adjusting the offsets forward makes it travel along the curve well, but backwards and the object just goes straight back and does not follow the curve at all.
The name of the object i am trying to get to follow the curve is f35c-airframe, in the f35 collection.
Blend File: https://drive.google.com/file/d/1TAHa24OKId018tQcxcBIJpVyWwyzo4Bi/view?usp=sharing

Please do not use external links to provide information. Without seeing the file I would suspect your object is offset from the center?

Select the airplane, put the Offset at 0, put the Influence at 1 and press AltG to reset the object location. Select the curve, in the N panel of the Graph Editor remove the Generator modifier and instead keyframe the Path Animation > Evaluation Time value of the curve, also note that the object will be at the start of the curve but as another segment of the curve is overlapping it looks like it is not the start.

Hello, thanks for the feedback and sorry for a late response, I tried your method to no avail but I think the solution is much simpler, After some more troubleshooting I have noticed that when I separate the curve into 2 separate curves at the spot where it goes up steep, the follow path constraint works along both curves separately but as soon as I join them and connect them it only works on the second half.


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How to make object slightly thinner?
I have an object which is to be 3D printed.  This object will then be assembled with other objects.  However, due to the 3D printer being not very exact, I need to add a small tolerance to the object (i.e. make the object a bit thinner) so it will fit with the other objects.  I would also like the base of the object to be slightly thinner than the middle and top, to offset the object being fatter at the base where the first few layers are printed.
Here is a screenshot of the object:

Specifically, I would like to move all horizontal edges at the top of the object slightly "inward" on the XY-plane by a constant amount, and move all horizontal edges at the bottom in a similar way by another (larger) constant amount, while preserving the height of the object on the Z-axis.  All edges that are currently parallel to each other should remain so.
The effect would be that all points inside the modified object are also inside the original object, and the hole in the middle becomes slightly larger.
Note: The Alt-S command does something similar to what I want, but it doesn't seem to allow me to lock the Z-coordinates.  I do not want the height to decrease.
EDIT: Here is my .blend file.

To lock the "Z" axis choose only the "X" & "Y" axis. For example if you are scaling press "S" then press SHIFT + "X" & "Y" this will constrain the action to the x and y axis.

@Dontwalk Shift+X does not work for the Alt+S (Shrink/Fatten) command.

As a workaround, I did something like "Loop Cut and Slide" to create rings around my object, and slide one ring to almost the top and one ring to almost the bottom.  Then, use the Shrink/Fatten tool on the bottom-most set of side faces to shrink them to size.  I needed to press the "Alt" key while doing the shrinking to preserve parallel lines (as stated in my question).

Can you provide the .blend so I could try doing what you described?

@Tooniis I have added a link to the .blend file in the question.

Using the 3D cursor as pivot would be useful here I think. Is something like this what you're after? Or do I misunderstand?

@Timaroberts It doesn't look very right.  I need to move each edge by a constant distance (e.g. 0.2mm).  The bar across the center seems to have gotten its edge moved more than the sides.

It did I think, I was thinking you wanted the bottom slightly larger. But you could quite simply make an opening with constant distance of any size within the object with some small adjustments to a couple edges in the mesh.

@Timaroberts Sorry, I probably wasn't clear enough about the "bottom slightly larger" bit in my question.  There is a second scene in the .blend file where I did the workaround (mentioned in my comment above).  I made two horizontal loops around my object, where I have used the Shrink/Fatten tool on some faces.  By translating those loops appropriately along the Z-axis, I can achieve the effect I want.

Here's how I did it (and I think this is the cleanest method):
0. Original object

1. Loop cut the original object twice
As the object has a hole, the Loop Cut and Slide (Ctrl+R) tool doesn't loop cut both the internal and external sides together.  A better way is to use the Extrude Region (E) tool.
Rotate view totally horizontal, and with the face select mode enabled, select all the bottom faces:

Use the Extrude Region tool to extrude the bottom faces by 1 mm (this will be the height of the bevel at the bottom).  Use the Extrude Region tool again to extrude by another 1 mm (this value is arbitrary, and will be removed later):

2. Reduce the thickness of the object
Select all the side faces:

Using the Shrink/Fatten (Alt+S) tool, shrink the object by 0.2 mm (this is the tolerance of the object).  Hold down the Alt key while pressing the Enter key to enable the Even Thickness option.  This is the result:

3. Make the bevel at the bottom
Select the side faces nearest to the bottom of the object:

Use the Shrink/Fatten (Alt+S) tool to shrink the faces by 1 mm (the width of the bevel).  Again, hold down the Alt key while pressing the Enter key to enable the Even Thickness option.  This is the result:

4. Remove the the part of the object below the bevel
Select the bottom faces:

Translate the faces upwards by the arbitrary amount chosen in Step 1 (in this case, it is 1 mm):

Switch to vertex mode, and re-select all the bottom vertices:

Use the remove doubles tool to remove the double vertices:

5. Reduce the extra height from the bevel
Select the vertices at the bottom two layers (encompassing the whole bevel region):

Translate the vertices upward by the height of the bevel (1 mm in this case):

Done!

I hope that this is the answer you are looking for:
Reducing the thickness of the object

Activate Length under Edge Info in the right 3D view menu

Measure the height of your object. In this case it is 4mm.

Select the whole model and use ALT+S with Length in Edge Info activated so you can shrink it to your desired thickness, and do not worry about it shrinking in the Z axis as we will fix it in the next steps (that's why we measured the height of the object).

Measure the height after shrinking (you can do this in the next step so it is not very important). In this case it is 3.285mm.

Select all of the upper faces and press G then Z to constrain the movement to the Z axis only. Now in order to know how much you will have to move the upper faces, you have to subtract the height after shrinking from the original height. In this case it will be 4.000-3.285=0.715
Now type the value you got, press ENTER, and its height will return back to original (4mm in ths case).

Here is the final result:

Making a bevel in the base
Using the bevel tool (CTRL+B) results in this big mess, so we are not going to use it.

I found these vertices that were not in the place they are supposed to be in. That was probably caused by the Shrink/Fatten tool (ALT+S), so I copied the X and Z position of the vertices behind them and pasted them into the location fields (in the right 3D view menu) of those vertices.

Loop cut the whole object as shown below:

Move the loop cut you made using G then Z to the height of the base layer, or the height of the last layer that you want to get affected (depends on the layer height you choose in your slicer software). I moved it -1mm for demonstration.

Select all bottom faces, then use the Shrink/Fatten tool to reduce their thickness, which will result in a nice clean bevel.

And here is the final result:

Here is the modified version of your .blend

This somewhat works, but some the lines that were originally parallel are now not parallel.  The error is minor, but my method still seems cleaner.  I'll probably write about my method in detail later.


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Selecting CUDA as compute device
I'm using a GTX 1080 on this machine, have the latest drivers, and the CUDA development kit, but I still can't change the Compute Device. In fact, I can't even see the selection "None". The button doesn't show up at all.
 the screenshot for my user preferences.
Specs:
i7-6700K
GTX 1080
120GB SanDisk SSD
Windows 10 64-bit

When asking hardware based questions, it's usually helpful to include information about your system also. This question will probably be helpful anyway regardless.

That doesn't help. That was the first place I looked.


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Weird lighting on some faces of mesh in Blenders and in UE4
I am having a weird shading or lighting problem in a mesh.  See in the picture the faces are half-light grey and half-dark grey.
What is causing this?  When I export as an FBX and import into UE4 I get the same shading problems.
EDIT:  It seems to be worse with smooth shading of faces, with flat shading it seems to go away, but then the model looks a bit ugly

Ok, Solved this, a combination of sharp and smooth edges is needed, so I learnt a new thing today :)


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Blender 2.8 dimension and transform numbers are not making sense
I have a model of a car (I'm a blender noob), it is set to Metric, and things look good, in the image below you will see the tire is 0.669m in the Y dimension, that is about right, I then select transform and drag it about one tire length along the Y-axis, and blender says it has moved 23.8meters, not approximately  0.66m as I would expect
Why don't these numbers make sense?
To add to this, the measure tool seems to make sense, so it seems the location information is wrong. If I click on the headlight it says it is 82m along the y axis. and the rear lights -87 meters, so the location data thinks the car is 170 meters long while the measure tool makes it about 5 meters long.
But to move a part of the car I can't type in a distance in meters and have it move that far.

Could you upload your blend file? It would help if we could look through the various scene settings. You can upload it to https://blend-exchange.giantcowfilms.com/ and just edit the given code into the question

Umm, no I can't, I brought the main file, and don't have redistribution rights

You could delete all the contents and make a default cube. If the problem persists with the cube, upload that.


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Problem with points or geometry in a model (noob question)
I have a model of a car, and there are a couple of broken bits.  Just these two near each other.  But I have no idea where t start looking to fix this distortion. It seems to be just in the rendering, the model shape seems fine, the second picture shows a different angle.
How can I fix this blemish?

EDIT:  After some advice from below I was missing around and merged some vertices, and that solved one problem (and it will fix the other too), but now I wonder will that cause issues with anything else? UV's etc?

Looks like you have multiple vertices at the same place. Try merging overlapping vertices by going into edit mode, press A to select all, then go to Mesh>Clean up>Merge by distance. Or press F3 and type "Merge by distance".

A similar result to Recalculating normals, it looks worse, but I think yourself and @lintang_biru are on to something,
PS: how to tag people in comments?

Seems like wrong direction of "normals". Try enter edit mode, select all, then Recalculate Normals (Shift + N or menu Mesh > Normals > Recalculate Outside ).

Recalculate normals only gives me an option for inside, and doing that made it worse (inside ticked)

@Rob I think you can tag people by using @.
Anyway, try take a screenshot of their normals, go to Edit mode, Overlays menu, scroll down, and activate showing Face normals and scale the normal size bit bigger. then update the question with that.

I ended up merging the vertices and that worked, it might have lost a little of the detail, but I am making it for a game asset, so polycount will be reduced eventually anyway.  Seems @ does work for tagging.


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how can I share variables between glsl and python in the bge?
I am currently writing a glsl shader in the bge,
My question is, if I have glsl embedded into my python script, how can I if possible share memory/variables between my glsl and my python so the below is both valid and functioning.
I would like it so that i in f is the same as the i in the for loop.
print("creating shads")
FragmentShaders = []

for i in range(257):
    f = """
        varying vec4 maps[256];
        void main()
       {
          gl_FragColor = maps[i];//this is not valid because i doesn't exist here.
       }
    """

    FragmentShaders.append(f)

print("end of shads")

the rest of the code works perfectly, but I see no reason to put it here.

to my surprise the bge keeps glsl functions as strings until they're in use, but for some reason you can't use replace on them. Therefore if you want to share memory between a glsl shader and the bge you can do something like this below. worked great for me anyway.
for i in range(257):
    f = """
        varying vec4 maps[256];
        void main()
       {
          gl_FragColor = maps[100];//this is not valid because i doesn't exist here.
       }
    """
    f=list(f)
    a=str(i)

    f[100:103]=a

    f="".join(f)
    print('verify:',f[100],f[101],f[102])

    FragmentShaders.append(f)


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Alpha Blend and Alpha Hashed draw order
I'm looking for solution to my problem that is similar to this one: Weird squares show up with alpha blend
But my model is a cup lid with locker, future .gltf export. 2 meshes, both need to be transparent. As far as I can investigate, this problem occur when draw order is wrong. Alpha Hashed hide most of them, but not all.
So I'm interested what is the fastest way to fix that and how to avoid this during modeling process. Thank you.

UPD: Found out how to change vertex order with Phyton script https://blender.stackexchange.com/a/36619/187010 and now suppose that I need to do something similar with faces from top to bottom by Z axes or from center to edges of the model.
UPD_2: With help of Chat GPT, looks like I've got correct script for my issue.
import bpy
import bmesh
from mathutils import Vector

# Function to get the centroid of a face
def face_centroid(face):
    return sum((v.co for v in face.verts), Vector()) / len(face.verts)

# Get the active object
ob = bpy.context.object
assert ob.type == "MESH"

# Get the mesh data
me = ob.data
bm = bmesh.new()
bm.from_mesh(me)

# Get the origin point
origin = Vector((0, 0, 0))

# Get the centroid of each face
face_centroids = {f: face_centroid(f) for f in bm.faces}

# Sort faces based on their Z-coordinate (from top to bottom),
# and then by their distance from the origin point (from closest to farthest)
sorted_faces = sorted(bm.faces, key=lambda f: (f.calc_center_median().z, (origin - face_centroids[f]).length))

# Create a mapping of old vertices to new vertices
old_to_new_verts = {}
new_bm = bmesh.new()

for f in sorted_faces:
    new_verts = [old_to_new_verts.setdefault(v.index, new_bm.verts.new(v.co)) for v in f.verts]
    new_bm.faces.new(new_verts)

# Replace mesh data with the new sorted mesh
new_bm.to_mesh(me)
me.update()

# Free memory
bm.free()
new_bm.free()


text:
Why won't these IK bones rotate?
I'm trying to be able to bend this 1/4" thick sheet metal from flat to 90 degrees using an IK rig, but the IK constraint sub-target named "last_IK" (cone shape in pose mode) barely seems to barely effect the angle on each of the small bones that make up the bend portion of the sheet metal. Can anyone shed some light on what might be the problem? Thanks for your help.
Blender file link:
Blender file
Edit mode setup: IK constraint sub-target named "last_IK" is circled in red, the yellow bone named last.001 has the IK constraint.

Pose mode setup with last_IK in one position circled in red:

Pose mode setup with last_IK in another position circled in red

can u pls provide blend file because rigging isn't that simple...

hi @Chris I've added the file link above. Thanks for any help!

please watch this: https://www.youtube.com/watch?app=desktop&v=suP14lYWpN8 to understand how pole targets work

ah great thanks @Chris for the video reference I'll follow back once I get to watch it

Hi @chris where should I be placing a pole target bone since I have more than just a knee/elbow joint? Thanks


text:
Why does dissolving these edges change the shape?
I'm trying to finish cleaning up my imported STL from SolidWorks. But the last few Delete -> Dissolve Edges keeps distorting the geometry.
This was the original import

I used a combo of Delete -> Dissolve Edges, Dissolve Vertices, Limited Dissolve to get to this point

But now trying to delete -> dissolve edges on some of these last edges, complete changes the geometry. Please let me know how I can finish cleaning up the extra edges without distorting the geometry or loosing faces. Thank you kindly.
Image shows the before and after when using Delete -> Dissolve Edges

Video clip showing the Dissolve Edges not working as I was hoping for
SolidWorks Settings for my STL. Is there anything I should tweak here?

Second video showing the problem I'm having with the (F) command Vertex-> New Edge/Face from vertices.
Second Video
Face Orientation toggled ON

You could select all these faces and simply press F (Fill):

@persyst And if that doesn't work for some reason, you should also check for duplicate or somewhat messed up geometry and especially inverted normals. Because usually I would expect the step in this answer to be unnecessary when you have used Limited Dissolve before. But of course it also depends on the settings you have used for dissolving.

Yes you're right, Limited Dissolve should work

Hi thanks for the reply. I reimported my STL and set the Mesh ->Clean up -> Limited Dissolve to have an angle of 0.1. It seemed to give me a cleaner starting point then before. But when I try to use the Vertex ->New edge/face from vertices (F), it seems to combine them in a strange way as shown in the video link below: I posted my SolidWorks STL output settings and the follow up video in my original post also now, showing the problem I'm having with "Fill" (F)? Is there anything else I would need to tweak here? Thanks again.

@persyst One problem I see there are the holes. Faces cannot have holes without connecting edges, i.e. a hole always has to created by at least two faces. That's why some of the edges remain. Another reason might still be incorrect face normals, but that's not visible in the video. You should enable Overlays > Face Orientation.

@GordonBrinkmann. ah ok so maybe the amount of cleanup I did would be the maximum with the cutouts? My goal was to just clean it up/merge where possible so that the geometry did not look unnecessarily crazy or heavy for rendering a folding animation. So maybe this is good enough? I've placed an image with Face Orientation toggled On. It shows up all blue except like in the above screenshot, but when I tried deleting/dissolving one of the remaining edges, I did notice a pink area. I wanted to upload the one with the pink area showing, but I couldn't reacreate the problem. Thank for your help.