Can I export a render of the material view mode? So as you probably know, Blender allows different viewport shading mode (e.g. solid, wireframe, etc), and I was wondering if I could render / export an animation of the material view mode.

I want to do this in order to show the animation of my project without having to wait for a full render or using an extremely low sample rate (which, quite frankly, looks disgusting).

Is this at all possible?

Yes, it is possible, it is called OpenGL rendering. The leftmost buttons on the bottom of the 3D View will do this:

You will get a rendering of the current viewport, either a still picture (left) or the full animation (right). Just switch to Material view and press the button.


Blender snap forcefield to vertex? Is it possible to snap a forcefield to a given vertex ? I want to assign different forcefields to different vertices of a cube so that if the cube moves, the forcefields move with it, but I don't know if it can be done...

Take some Mesh, Snap Faces, Parent, Apply forces separately
Take a beveled cube  or some mesh you choose and parent to  an empty.  Create 6 new mesh planes. (Alternatively you can duplicate faces and separate.) So now we have six plane meshes in the locations of a cube and the empty. Snap the separate planes to the beveled vertices as indicated in the image. Parent the empty to the six child planes. Not shown. The empty controls the six planes.  Animate the empty.  Each of the 6 separate planes can have a distinct force attached by you.  Estimated time with practice 8 minutes or less. Please inspect and improve this proposed answer.

You may get a shape that suits the effort by taking the standard cube in
Edit Mode and Beveling the vertices. Image above.

Snapping a face and changing the object rotation if that suits you.

Plane and Triangle Snapped to corner faces. Image above.
This may have the same result of your idea with vertices.  There are 33 ways to do things in Blender.  This method seems reasonably simple.

Four Planes snapped to corner faces. Image above.  Two forces enabled.  Please excuse the busy screen capture.  Part of the point is to show axis if that suits the effort.
Snapping. A random video ... please choose a better one.
https://youtu.be/Sl_Otq4C9UU


Cannot bevel above certain dimension I cannot bevel above certain point. I have done merge by distance, remove clamping in bevel modifier. Not sure what is the problem now. There is weird artifacts appearing too.
This is how my mesh looks like

Apply your scale in Object mode, otherwise your bevel will be distorted. Also make sure that the Amount value is low as your object is rather small:


Fluid sim is not working right; water forms a flat table with an object, creates a large gap I am running a fluid sim, with the idea that I would create an animation with a box inside a small stream. I have carved a small stream path into a plane, and created a number of rocks by using the Particle-Hair system.

I have removed all double vertices and made the normals set to inside, the two things I have read cause a lot of fluid sim issues. Nonetheless, there is an issue. On the left side of the box, water will float high above the ground (set as an obstacle) then form a bridge in the air to the box using right angles and flat surfaces. I am unsure the reason for all of this. Any ideas? I tried moving the box farther away, the water still extends outward.

If you change an object to be part of a fluid simulation, a modifier gets enabled to said object.

This modifier has to be the first one.

This means if you got any mesh changing modifiers enabled they wont apply to the fluid simulation.

You need to apply anything before starting the render.


Setting keyframes with default linear interpolation Is there a way to add keyframes (I key) with LINEAR interpolation as default instead of BEZIER?

I often animate cyclic motion (e.g. planets orbiting around the sun or textures spinning about Z on a sphere) and the created f-curves have BEZIER as default interpolation. This requires me to immediately change the interpolation to LINEAR.

I was wondering if there is a magic key that I can use to have the keyframes added as LINEAR interpolated, or at least have a global setting that I can set to have LINEAR interpolation used by default.

I also prefer Linear interpolation for my initial keyframes, and set is as the default for new keyframe points through User Preferences > New F-Curve Defaults > Interpolation:


Object not appearing in Render View or final render Thanks for reading.

I started sculpting a mesh and noticed I wasn't in Cycles. After switching, the object no longer appears in the final render or in Render View. The object shows up just fine in the other 3D view options.

Things I have checked:
 - The object is selected for viewing in the Outliner.
 - The shaders are linked to the Material Output and Alpha is set to 1.
 - Viewed by camera in cycles is checked in the Object tab.

If anyone knows a solution to this issue or the reason behind it, the info would be greatly appreciated.

Update:
Image as requested.
Camera is checked and in position.
Shader and Texture Nodes Connected to Object's Material Output.
3 Point lighting using soft hemi's.
All objects (even lamps currently, sigh) are on same layer.

Go to Layers and see what is wrong. Generaly this is the problem. Maybe your object is no more on the render layer


How to get vertex snapping to snap to one vertex The following image is my failed attempt to make a sword handle's surface meet the blade's bottom. How can I snap the blade's bottom to the handle?

I think what you are wanting to do is make those two segments, the handle and base, into one solid object.

Well, the easiest way I would recommend doing this is to select the two objects in Object mode, then apply a boolean modifier set to union. This will instantly merge the two objects together for you.

Here's a tutorial that helped me understand using boolean modifiers better if you aren't familiar with them: https://www.youtube.com/watch?v=pcUe-ab_jQs


Why is Cycles causing this distortion in displacement of a cco node? This is a very simple two object seen.  I'm using CCO textures setup per there instruction.
In eevee, it looks normal.  In cycles it looks normal in preview view, but in rendered view it looks distorted.  This happens in both 2.8 and 2.9.  The only thing that seam to fix it is detaching the displacement node.  It only seams to happen with this seen, or at least it hasn't been so bad as to engulf the other objects.
Thanks for the help. I think I did what you suggested. Even if I didn't it still looks better. I think. If nothing else I now know what to play with.

One solution is like you said to disconnect te dislacement node. The other better solution is that you mix your displacement node with your normal map. Add a bump node and set the distance to somewhere around 0.01. Once that is done, connect your displacement image texture (Without the displacement node in between) to the height input of the bump node. Connect the normal map with the normal input in the bump node and connect the bump node to the normal input in the Principled BSDF. The way you did it heavily displaces the whole mesh.
Extras: You can try to decrease the scale of the displacement map the way you connected to about 0.001 or something as an experiment.


How to get the same UV islands to occupy the same place on the texture? I've created a simple box:

As you can see it has many similar islands that are supposed to use same place on my texture. But when I try to align similar UV islands to same positions (as Shift+S -> Selection to 3D Cursor) Blender removes all regions but one and as result I can see just a gray color on my object at their respective places.

How to fix that behavior? I need all similar UV islands to use the same space on the texture.

As far as i know, there is no vanilla functionality that allows to pack all UV islands on the same place, essentially stacking them on each other.

There is an addon that comes with Blender though that can help a bit.The name is Magic UV, and it comes with it's own Pack UV function:

The needed preparation is not too complicated if you do not have to many of those same islands:

First of all, you will have to make sure they are all averaged out:

(this will ensure that the islands are all having the same size in the UV editor, if they are the same size on the object.)
Now you adjust the snapping option to vertices

Now you have to go through all same islands.(single face or group of faces can be an island, what matters is the island is the same as the one you want to stack on top)
Select an Island and while moving it, hold Ctrl to snap on a vertex that makes the islands stack exactly on top of the other. Repeat until all same islands are stacked up.
Select all UV islands with A
Then finally go in the UV menu and use the above mentioned UV Manipulation->Pack UV function. Adjust the parameters to better suit your needs.

Here a visual demonstration:

Happy Blending


I can't model sword handle and hand guard correctly I have the handle and the blade but the hand guard is killing me.  I can't figure out how to get that shape while making it look like it fits onto the handle

This might be best to model it as as separate chunks inside the same mesh object, or even totally separate objects.

Unless you specifically need a closed watertight continuous mesh (like for 3D printing or fabrication), dealing with those intersection topologies might be more trouble than it's worth. Just let them intersect nicely inside the handle object, and save a lot of work and additional faces trying to solve the weld between the handle and the guard.

So if you don't mind a separate object, or like a more non destructive workflow, you can easily do it with a combination of Mirror + Array Modifier.

Just add a new cylinder object, and erase $3/4$ of it, so you can add a Mirror Modifier to it in X and Y axis.

Add a central loop cut, bevel it, then extrude one of the side faces. Don't forget to erase the inside faces along the mirror seam, or it will lead to bad shading artifacts.

Add a Subsurf modifier, subdivide the previously extruded face and add necessary control loops in both directions to control the shape of the spike.

Then just use an Array modifier to duplicate it along its length. Add an empty object, rotate in 90º about the Z axis, then assign it to Object Offset slot of the Array modifier, so each additional spike is rotated 90º in relation to the previous one.

Adjust the number of items and apply the modifiers if you need a static mesh.


How to relocate a library using Python in 2.80 beta? I would like to, using only Python, relocate a linked library to another file. This is the equivalent of showing the "Blender file" content in the Outliner, right-clicking on the linked library and choosing "Relocate":

Going step by step in the native Blender code using a debugger, I was able to figure out the properties to give to the operator (which is wm.lib_relocate):

bpy.ops.wm.lib_relocate(
    library="cube-v02.blend",
    directory="C:\\Users\\someone\\Desktop\\",
    filename="cube-v01.blend"
)

Where:

library is the name of the library to relocate which seems to be the file name (without the directory part).
directory is the directory where the new library (blend file) is located.
filename is the file name of the blend file.


Blender game Engine collision sensor, property value my problem is that i have 3 platforms that react to a specific object.
If the object hits the platform i want to change the property value to 1, so that my game knows theres the object on the platform.
Sadly it seems like the property value doesnt count up.

my blender version is 2.79a

Greetings
Jonathan

I fixed the problem, i had to activate the TRUE level triggering, now it works


Blender render GLSL shadow problem i am fairly new to blender. I try to make something like this and using something call GLSL.

However, In my version, There is some problem in the shadow. The shadow is just a rectangle... What kind of problem is that

Here's the blender file =]

Your window material is set to cast a shadow, change it.

Also change the frustum size of the sun.


How to Use the Mapping node? Prompted by my previous question, I am wondering how to use the mapping node.
(I still don't understand, even after reading the mapping node section on the wiki)

My setup:

Top:

Bottom:

Scaling the UV map of the cube does not make the texture appear larger or smaller, nor does changing the Scale on the mapping node. (Changing the scale seems to drag and stretch the texture off to one side, high values make it disappear completely)

My confusion is not helped by the fact that it appears differently in Textured, Material, and Rendered views.

Textured:

In Textured view, Scaling the UV map does change the size of the texture:

However, it looks completely different in Material view:

Could someone explain how the mapping node should be operated?

Thanks.

Looking at your node setup it looks like you are using Blender's automatic mapping. While the mapping node may be used to scale the Generated map around, it won't affect your textured/material views.

If you want the textured and material views to match up with the render, you will need to use the UV output (from the Texture Coordinate node) instead of generated.


How to properly hook up various maps types in Cycles? I created some texture maps in MindTex to use in Blender, but I can't figure out how to properly hook them up. The maps I have:
 - Diffuse
 - Normal
 - Height
 - Specular
 - Gloss
 - Self Illumination
 - Reflection
 - Ambient Occlusion

MindTex (left) vs. Blender (right)

As you can clearly see it's a pretty big difference.
Here is my material node setup in Blender.
In the examples I don't actually use self illumination or reflection images, but including this in the answer would be helpful.

First thing to have in mind is that you have some conflicting data, and some redundant maps that can't all be used at the same time because their functionality overlaps.

Second thing to have in mind is that Blender Cycles is a physically accurate renderer, that means the results tend to converge to a physically realistic solution. Some of the maps you have there are made as approximations of a real solution and as such are "incompatible" with the way Cycles works or at the very least not needed and will "worsen" the result.

Ambient Occlusion AO map is for example a map that is generally useful for real time rendering contexts, but usually not desirable in offline or realistic renders.
It can still be used in cycles to but the results will be "less realistic" and will partially ignore scene lighting.

As my default "base setup" I would recommend using the Diffuse D map on a Diffuse Shader color socket, the Specular S map as a mixing factor to mix it with a Glossy Shader (amount of shine or specularity)  and the Glossiness G map as input for the Glossy Shader Roughness socket (how clear or rough each reflection is):

Then the Height H map and the Normal N map are mostly self excluding, either use one or the other as far as I know. I am not very proficient with Norml maps but would go with the height map which is more versatile and easier to use but do as you please.

Either use the normal map with a Normal Map + Bump Map node connected to all used shaders,

Or use the Height H map as bump, as material displacement or ideally directly in a Displacement Modifier for actual geometry deformation

Bump

Material based displacement

True Displacement using the Displace Modifier with a Subsurf to give it extra geometry to apply the effect


Blender python script sets correct camera, but defaults to chosen animation frames camera on render I am rendering using a python script that renders 5 view angles of an object. So 5 renders, each with a different camera. The code for one of these view angles is:
import bpy
import mathutils
import sys

# Store the current scene inside a variable, that way we can access it later on

scene = bpy.context.scene

# store collection strings

x = bpy.data.collections
y = bpy.data.scenes["CONFIGURATOR 800 x 600"].view_layers["ALL"]
z = bpy.context.view_layer

# render 800 x 600

n = b.name
bpy.context.scene.camera = bpy.context.scene.objects["FMR PAN DOWN"]
bpy.context.scene.cycles.samples = 100
scene.render.resolution_x = 800
scene.render.resolution_y = 600
scene.render.resolution_percentage = 100
scene.render.use_border = False
scene.render.image_settings.file_format = 'PNG'
bpy.data.scenes["CONFIGURATOR 800 x 600"].render.filepath = '/BlenderPythonTest/render_%s 800x600.png' % n
bpy.ops.render.render(write_still = 1)

However! When I run this the scene's camera changed to another random camera upon rendering.
If I comment the rendering out, the active scene camera has, in this case, changed to "FMR PAN DOWN".
I have identified where I have gone wrong but can't seem to fix it. The camera it changes to for rendering is the camera highlighted in the animation panel here:

I have tried to use:
bpy.ops.render.render(write_still = 1, use_viewport=True)
to simulate render image(F12) rather than render animation (Ctrl-f12). But nothing...

@batFINGER got me on the right path. I was cycling through renders using different cameras to create different views of a product so hopefully this will be of use to somebody.
Firstly and importantly, you have to prepare the file manually. Click on the animation tab, go to the Dope sheet, delete all the markers you had previously and just add one marker on the first frame (0). Rename that marker "F_00".
Back to the scripting tab. In the code, create a list of the camera object names, assign a starting and ending frame number, in this case "0". Select the timeline marker and assign a camera to the marker using the code below. Rendering code followed and as @SergeL said in  batFINGER's comment above, the new camera just replaced the previous one and the scene rendered perfectly from all angles.
import bpy
import mathutils
import sys

# Store the current scene inside a variable, that way we can access it later on

scene = bpy.context.scene

# store collection strings

x = bpy.data.collections
y = bpy.data.scenes["CONFIGURATOR 800 x 600"].view_layers["ALL"]
z = bpy.context.view_layer

###############################################################
########## CYCLE THROUGH THE CAMERAS AND RENDER ###############
###############################################################

camviews = [
            "FMR ISO",
            "FMR PAN DOWN",
            "FMR FULL FRONT"
           ]

for camname in camviews:

    bpy.data.scenes["CONFIGURATOR 800 x 600"].frame_start = 0
    bpy.data.scenes["CONFIGURATOR 800 x 600"].frame_end = 0

    #################################################
    ##### I PUT MY SCENE RESET CODE HERE ############
    #################################################

    # change camera

    bpy.context.scene.timeline_markers["F_00"].select = True
    bpy.context.scene.timeline_markers["F_00"].camera = bpy.context.scene.objects[camname]

    ###############################################################
    ############ CODE TO SELECT WHAT OBJECTS TO RENDER ############
    ###############################################################

    # Make the plates visible and render

    sideplates = bpy.data.collections["RACK 1 - 1 RACK FRAME"].children

    for s in sideplates:
        s.hide_render=False
        n = s.name

        # render 800 x 600 and save camera name and part name to a folder on the pc

        bpy.context.scene.cycles.samples = 1
        scene.render.resolution_x = 800
        scene.render.resolution_y = 600
        scene.render.resolution_percentage = 100
        scene.render.use_border = False
        scene.render.image_settings.file_format = 'PNG'
        bpy.data.scenes["CONFIGURATOR 800 x 600"].render.filepath = '/BlenderPythonTest/Single Rack/Configurator/Rack Frame/%(2)s/800x600/%(1)s 800x600.png' % {"1" : n, "2" : camname}
        bpy.ops.render.render(write_still = 1)

        s.hide_render=True


How do I balance render load between Gpu and CPU I have a gtx 1080 and ryzen 2700x. The gpu is a little faster when testing render times. I would like to balance render load between the two because the system is rendering mostly on the CPU when I hit F12, 100% CPU and about 20% GPU utilization. I know Cycles utilizes both processing that's why I am asking. I am 2 weeks into Blender coming from C4D so I am a Blender novice with good 3D knowledge.

I am basically testing materials and lighting using a smooth shaded Suzanne. On this scene I have a Sub division modifier divided 2x and quality set to 2.
Solidifier modifier with thickness set to 0.02m.
Glass Bsdf IOR  set to 1.5.
I have an hdri hooked to the colour of the world shader/light

I am using Blender version: 2.80 (sub 72) build date: 27/05/2019, 18:09 and 4.5.0 NVIDIA 388.13 drivers on Windows 10 1903.

Any help is highly appreciated.

I think I found the answer. Under Cycles, Sampling, Integrator choose "Branched Path Tracing" instead of the default "Path Tracing". I don't know how I missed this the first time.

For the scenes I have tested, GPU utilization is on average 60% and going as high as 100% at some point in some scenes.


retopology mesh intersects with sculpted mesh When I do retopology in blender, I constantly run into this inconvenience, when I have to constantly turn xray on and off for the retopology mesh.
This is how it looks without xray:

The vertices are constantly displayed even though some of them are a little bit inside the mesh, yet the faces sometimes are partially or completely hidden.
I can turn xray on and it will look like this:

Which makes it a lot easer to work and I keep it on most of the time, but the obvious downside is that Xray works pretty much how it is supposed to and you have to turn it off sometimes to see certain parts of the sculpt mesh.

I'm not very experienced with retopology yet and little things like these really slow me down when I just think and try to come up with a grid structure for some complicated parts.

Would really appreciate if someone could share a better sollution.

All I could think of is simply to hide parts of the retopology mesh so they don't obstruct the view, but they only get hidden in editing mode and I don't feel like slicing my retopo mesh into so many pieces. (If there is a way to keep vertices hidden in object mode, that would be a big help already)

Not a perfect sollution, but I've also learned that blender allows setting up hotkeys for pretty much anything, including toggling xray. If anyone is interested, you go User Preferences -> Input -> 3D view -> 3D view(Global) -> scroll all the way down -> +Add new, enter 'wm.context_toggle' into the first field and 'active_object.show_x_ray' into Context A. (It won't let me upload third screenshot,sry)

It works in both modes too, pretty handy.

You can always add a Displace Modifier to temporarily lift your faces above the mesh without influencing the final result. That is what Retopoflow does, by the way. Give that thing a spin if you need to retopologize a lot. It may be far from perfect, but it has a lot of useful tools that can speed up the mundane parts of the task.


Shoulder Movement following the arm I would like my shoulder bone follows the movement of the arm like this gif below;

The theory is very clear but I can't realize it in Blender. I think the key should use Copy Rotation but I can't set it right.

Is my supposition correct? If yes, what should be the worflow to use the constraint in this situation?

If copy rotation doesn't work, there could be another solution for this problem?

Thank you!!

Set the shoulder bone copy rotation from the upper arm bone, both to local space, with influence not complete (1.0, in my example is set to .411).

In the armature tab of the properties panel activate the axis visualization, to see which is the only axis to copy (i.e. Z axis).


Remove mesh editing limit in sculpting I'm on Blender 2.9 attempting to sculpt. Earlier in the year in 2.83 I could clearly remember ticking/unticking something to be able to keep endlessly adding/subtracting volume with brushes like Clay Strips by continuously sculpting on a surface. Even if it was facing the camera, I could go in circles and just make a cylinder. Right now the default is to add to some limit, then just keep smoothing it out.
It's not masked, I have dyntopo on etc. I can obliterate the whole mesh by making a massive brush, it's nothing like that. I know it's possible to sculpt functionally endlessly long thin strips by just adding more volume from a small area for example. Right now there's some kind of maximum limit the mesh can be deformed.
What setting exactly enables limitless volume editing in sculpt mode?

You're looking for the Accumulate checkbox in the sculpt tool options of the properties editor.
https://docs.blender.org/manual/en/dev/sculpt_paint/sculpting/tool_settings/brush_settings.html#advanced


Move object to 3D-Cursor but only on one axis I often find myself in situations where I want to move an object to just one specific coordinate of the 3d-Cursor. Like in below example I want to move a wheel along the y-axis to the center given by the 3D-cursor but I don't want to move it in the other directions (as Shift-S and Selection to Cursor would). I'm aware that I can just copy the x/y/z location of the cursor from the N-Menu. Still, is there a faster way that works with shortcuts maybe?

I don't think this is possible while creating the objects but you can move them all to the same z-coordinate at the end instead. To achieve this, select all the objects you want to move and then set the Y-coordinate (or whichever property to want to have in common). Then right-click the coordinate property and select 'Copy Single to Selected'.


Keyed particles work on viewport but not in render, also they are not affected by force fields When making a particle system with keyed physics, it works in viewport but the particles do not show properly in the final render. They reappear from the world center when all the previous particles die. Also the particles of the keyed particle system are not affected by force fields.

See the link for screen recording and the sample file.

The problem shows in blender 2.80 and 2.81 but not in 2.79.

I think this might be a bug in blender 2.8 but I hope you can help me to solve it.

screencast

https://drive.google.com/file/d/1iHwAM4mmqMhqjmfCOXsXbziubV17bbsO/view?usp=sharing

sample file

https://drive.google.com/file/d/1oSP_xRjhFfo1ZBMhNjsHvpAj8H05HfQo/view?usp=sharing

Whenever I had this problem in the past with smoke, it was because you have to manually click the bake button in the cache section and cannot just play the sequencer for a bake. That could be the problem.


Best way of connecting two meshes, one with many faces I am trying to model a gas mask. I've made three separate meshes and planned on attaching them to the main head mesh. Those three comprise of the two lenses and frontal gas mask filter. But I've run into a problem with that.

I'm unsure of the best of attaching a mesh with many faces to another mesh with less faces. I don't know what the most efficient way of doing this would be.

A typical subdivision approach would avoid using meshes of different densities where possible, and rely on Catmull-Clark subdivision to create curvatures/circles..

Any (6+)-gon will make a reasonable circle under subdiv. Often made from 4 quads:

Select all quads
CtrlX Dissolve central vertex
AltP Poke single face
-CtrlShiftB Bevel central vertex
Shipped Add-On, Loop Tools > Circle the result

Then, with extrusions, and some rotations/scales around Custom Orientations, you can model something like this mask without having to reduce topology to match between densities.

If you do really need to match areas of significantly different detail, often, to avoid fiddly hand work, you can model at a lower level of subdivision than your intended result, apply one level of subdiv, and continue modeling from there.


Where is the x-ray option in 2.8? I need to use the x-ray option for weight painting but I can only find the wireframe option using Z. Where can I find the x-ray?

If you're talking about the former Limit Selection to Visible:

It's now in the 3D view N panel > Tool tab > Brush > Options > 2D Falloff.

Or in the Properties editor > Active Tool tab > Brush > Options > 2D Falloff.


how to install magic uv addon How can I install the magic uv addon?
I have the zip file and I have unzipped the file
What do I do next?
Do I have to copy the complete unzipped file or just uv_magic_uv folder in blender addon folder?  How do I activate it? I can't find the addon in the search also.

Addon download here

Can you please show me how to do this on a clear and detailed step by step answer?
Thanks

First unzip the file. You'll have a folder with .py files in it.
Then go to the "scripts" folder in your blender installation directory.
In the "scripts" folder you'll find another folder named "addons". Open that.
Then copy the folder you have unzipped in to this "addons" folder.

You're done. Now all you need to do is open Blender and go to File -> User Preferences. Go to the "Add-ons" tab and search for it and it'll be there. Make sure the "Community" supported level is turned on.


How can I undo Edit steps in Object Mode? From time to time I lose all edits because of undo in Object Mode. If I enter immediately after Undo in Edit Mode I can't redo, and switching again in Object results in losing all edit history.

How can I resolve this? Separating undo history by mode or linear/unified will both be acceptable.

Edit:I think the most preferable solution will be to disable/skip edit undos when in object mode through an addon.

This is just the way the undo system works currently. There has been some discussion about this lately, mainly due to this video (the part relevant to undo is at 8:12)

The trick when this happens is to redo in object mode immediately after undoing all your edit mode changes:


When I duplicate multiple objects they are still linked Pretty self-explanatory. I have some toilets and stalls that I duplicated and linked so that I can adjust them as I go. I want to duplicate some of these objects without linking them but the only way I can do that is one by one, otherwise, they are still linked. This is incredibly frustrating.

In Object Mode, either F3 Search > 'Make Single User', or Header > Object Menu > Relations > 'Make Single User' .. will offer you options for the type of data block to unlink, and the span of the operation: Selected, or All.


Completely hide armature influence temporarily I've modeled and rigged a character, however I want to model different sets of clothing for that character.

Because I'm using IK on the bones, even if I reset all the bone's positions via a -> a -> w -> Clear User Transforms (All), the character's arms and legs are slightly offset from the model's default position in edit mode.

How do I completely remove the visual influence of the armature from the character without having to parent it again (because I have custom weight paint fixes I don't want to lose)?

Nevermind, I found the answer to my question. The armature transforms are treated as a "modifier" on the character mesh. All I had to do was deselect the eye icon for that modifier.


How to resize Render window? I don't want or need Blender to open a rendered image in a fullscreen window, and I cannot find a setting that allows me to change that.

Anyone have any help on this? I just want it like a 1/4 of the size of the render.

You can achieve this by first disabling the temporary render window, then in your preferred workspace add in an image editor which is displaying the Render Result.


Mouse wheel rotates instead of zooming in My mouse wheel is suddenly rotating around an object instead of zooming in. What hotkey did I accidentally press, and how do I get it to zoom again?

That generally happens if you press Ctrl + Alt + Scroll Wheel or Shift + Alt + Scroll Wheel by default.

The fact that it is doing it by default may mean that you either changed the keyboard shortcuts in Blender preferences or you have a stuck key in your keyboard.

As far as I know there is no keyboard shortcut to permanently set this behavior by default


Three problems on weight paint Good day. I have three problems. I'm trying to do everything according to the lessons, but ...

After using automatic weight, when I select a skeleton - go to pose mode - select bones - press shift and select a mesh - go to weight painting mode - with Ctrl click on the desired bone .... nothing happens. But (!) In the toolbar on the right, I see how the weight value changes, I assume that the bone is still selected (?)
My model is black. I read that when there is no weight for bone, the color should be blue, and black should be the color when no weight distribution has occurred. But I don’t know why the automatic weight distribution didn’t work properly and part of the model remained black.

3)Dotted line to the center of the world. My original model consists of separate meshes. So it's problematic for me to move it to the center (connect / disconnect meshes later), so I want to set it not to the center of the world. I applied all the transformations, but after the rig of my model was created, the dotted lines also extend to the center of the cylinder. As far as I understand, this can lead to some problems? Should the model always be in the center? How do I get around this? Are the dotted lines is a problem? What did I do:
-Unchecked the Lock Object Modes checkbox
-Apply all transformations
-I thought that "2" arose due to the fact that the colors in the settings of the bone color sets/3d viewport may differ, but everything seems to be in order there
-created a new file, but there are the same problems
I am attaching screenshots with my project and cylinders (similar problems), as well as a file blender with cylinders.
maybe some of my problems are related to the fact that I'm using the maya theme for blender (and most of the hotkeys have been reassigned), but I'm not sure
Sorry if my questions are stupid, this is my first rig. I'm trying to follow the tutorials, but they don't have these problems :C

https://drive.google.com/file/d/1owdkeFN4z3eGcCcNyZHmUitdQYp8bF62/view?usp=sharing

What do you mean when you say that when you're in Weight Paint mode, nothing happens? You need to be in Object mode, select the armature, Shift select the object, switch to Weight Paint mode, and Ctrl left click on the bone you want and you should see the weight.
You have black color instead of blue because you have enabled the Zero Weight option in the Viewport Overlays panel. It allows you to see real zero weight, because a very low weight will be displayed blue.

If you move some bones it may not work because you've selected the Bone vertex group in the Armature modifier, remove it if you want all your bones to work:

The black dotted line indicates the parentage between the object and the armature, it goes from the origin of your object to the origin of your armature, but these 2 origins are not centered. So select the armature and go to the header menu > Object > Set Origin > Origin to Geometry, and select the object and right click > Set Origin > Origin to Geometry:


How do i unlink different parts of a 3d model? Could someone tell me how to unlink parts of a 3d model to make changes on the separate parts? The model here was from an imported fbx file . I tried separating the highlighted part with the 'P' hotkey for separation. When I try to change the color of the selected part, the whole object gets its color changed and I've not been able to figure out how to isolate each part and work on them separately. I'm pretty much a beginner so if anyone has any links to some tutorials or articles on how to do separation of different parts of a 3d model from an imported fbx file I would be super grateful.

You have successfully separated the objects, but they share a single material. This is indicated by the number of users next to the material name.

In order to create an individual copy of the material for the active object, click on the button with the number.


FBX not importing, no errors in console I am trying to import this model from Unity Store https://assetstore.unity.com/packages/3d/characters/humanoids/amanda-frost-34583 but it does not show up in the project.

Console does not output any errors:

\Amanda\amandaModel.fbx
FBX version: 7400
        FBX import: Prepare...
                Done (0.000000 sec)

        FBX import: Templates...
                Done (0.000000 sec)

        FBX import: Nodes...
                Done (0.000000 sec)

        FBX import: Connections...
                Done (0.000000 sec)

        FBX import: Meshes...
                Done (0.000000 sec)

        FBX import: Materials & Textures...
                Done (0.000000 sec)

        FBX import: Cameras & Lamps...
                Done (0.000000 sec)

        FBX import: Objects & Armatures...
                Done (0.000000 sec)

        FBX import: ShapeKeys...
                Done (0.000000 sec)

        FBX import: Animations...
                Done (0.000000 sec)

        FBX import: Assign materials...
                Done (0.000000 sec)

        FBX import: Assign textures...
                Done (0.000000 sec)

        FBX import: Cycles z-offset workaround...
                Done (0.000000 sec)

        Done (0.000000 sec)

Blender 2.79b

Am I doing something wrong?

The size of "amandaModel.fbx" is 4 kilobytes while "bullet1shell.fbx" is 17 kilobytes, that didn't seem right. I suspect the actual mesh geometry is not in the amandaModel.fbx but that was just a file where various models from files were linked into.

You can access the actual models by importing one of the animation files in the "animations" directory. Here I imported "amanda@idle.fbx".

The object relations aren't imported properly, so you have some setting up to do after importing.


How to Taper a coil? I created a simple coil/spring using the "Screw" modifier. Is there a way to "taper" the coil so it gets smaller on one end?
Explanation: I created an Xmas tree in Blender. Now I want to add a string of lights to it using a coil. Hopefully it's something that can be done easily.
PS: I'm using v2.79. Still learning/hate v2.80.
My coil:

Let me propose another solution.
This will get you the christmas tree shape.

It's not perfect, but it's fast.

1) Create a spring using the Screw modifier.
2) Add a SimpleDeform modifier, set mode to Taper,  set axis to Z
3) Adjust the Deform Factor to change the diameter of the spring.


Missing tool in the Toolbar (Shading/UVs) I'm trying to duplicate a tutorial about particles (making sprinkles).

However, there is a step wherein I have to invert the hair particle, using a button under the "Shading/UVs" tools.

This toolbar does not display in my Blender (I'm using 2.79b) so I'm stuck and I cannot seem to activate it either.

The "Shading/UV" panel of the Tools shelf is available in Edit Mode  only.

Try hitting Tab to switch to Edit Mode.


How can I make a hexa grid follow a curvy shape without it being deformed? I'm getting stuck at making the grid of the radio below.:

I can make a hexa grid using Array modifiers, but I don't know how to deform it like in the picture.

Here's what my base mesh looks like:

I find it hard to make the grid follow the curvy shape circled in Red. My best attempt is this:

You can see that that part is heavily deformed. This attemp I use two curve modifiers to follow two curves, one horizontal and one vertical. I think that with this sorts of situations, the best way is to use Shrinkwrap to wrap the grid around the curvy shape, but that method results in heavy deformation. Circles don't look like circles any more. What is the best solution for this?

Here's my Blend file if necessary: retroRadio.blend

I think you can get something rather good with this method:

First here is a close-up shot of your radio.

Create a mesh > Geodesic Dome with these parameters (or similar):

Select all, bevel the vertices with shiftctrlB. Then delete Only Faces.

Keep only 1/8th of the ball, you have your corner. Enable the Snap (Vertex mode) and the Merge Vertices options. Begin to duplicate the borders to make the flat surface.

At the end give it a Subdivision Surface and a Solidify modifier. Maybe a Shrinkwrap if you want to correct the shape a bit.


How to quickly create duplicate recessed portion? How to quickly create duplicate recessed portion?

I guess there are at least 2 ways of doing it: either you do it "for real" with topology, or you simulate it in the material with Bump or Normal maps
Topology:

Create a cylinder with as many vertices as you want
Select the face loop
Select > Checker Deselect so that only one of two faces is selected
Keep the faces selected and Alt+E > Extrude > Individual Faces
Scale down these extrusions except on the Z axis with S and Shift+Z

Material:

Create a surface with a series of crenels
Bake this surface so that you have a Normal image
Use this Normal for you whole ring
(on my screenshot it's very quick made, sorry)


restricting movements to x,y,z for the handicapped I know that when you want to restrict movement or scaling to a certain axis you hold down the keyboard key corrresponding to the axis that you want isolate but I have a problem I am handicapped and only can only use 1 hand to move the mouse.

Is there any other way to restrict which axis you want to operate on?

It would also help if when you select move or scale the direction arrows are displayed. It seems that the arrows become visable only occasionally. Is there any way to get them to show?

You don't have to hold down they key, just press it once. So you should be able to do it with one hand.

The arrows/gizmo appears if you select the move/rotate/scale tool from the toolshelf (top left). That should allow you to control your objects using just the mouse.

You used to be able to draw gestures to control movement too, but I think that has gone now. This add-on looks like it might help in your case, but I haven't tried it myself: Gesture Ops


How can I make a partially transparent texture? I want to make leaves with a texture on a plane, so that the leaves are colored and background transparent?

if you're using cycles you can use a configuration like that..

image texture -> diffuse shader ->
                                     mix shader ->  output
             transparent shader ->

in the node material editor.


How can I make the "R" key only rotate the object around the x & y axis? I have managed to make a change so that the the default rotate function for "R" (free) gets locked around the Z axis when in the perspective viewport. The problem is that when I do that Blender will not rotate around the correct axis when you enter the left, right, top viewports etc. Is there any way to keep Blenders' default on all viewports except the perspective one?

When you press R to rotate the object, press either X, Y, or Z on your keyboard. That will allow you to only rotate on one axis.


How to script blender to quit after rendering is complete Mac OS10.13 I've got a script that automatically renders and saves the render, but I'd also like to have Blender quit when the render and save is completed.  Since I will be running renders overnight, I'd prefer to have it shut off when finished.

I've checked out the alarm_and_shutdown script by Metelskiy and Nikitin, but it's for windows.

Any ideas?

Turns out that the command is bpy.ops.wm.quit_blender()


Mapping normals from -1..1 to 0..1 I am trying to bake a map that shows calculated normals in 0..1 range using cycles.  (As opposed to -1..1 range)

When I use Separate XYZ -> Map Range -> Combine XYZ, normal components that should be 0.5 (originally 0) end up being 0.7373.

I can confirm these values are 0.5 using test nodes. (Please see the blend file)

Changing color management from filmic to standard didn't help.  It seems color management is not taken into account at all during bake.

Appreciate any help in fixing this.  But more importantly I would like to understand where 0.7373 value comes from.

Note: This is only a partial answer, since more information were provided in the comments after it was written. Color management is nonetheless relevant for a correct output.

The reason your correct value of $0.5$ is saved as $0.735357$ is because you're using the Standard view transform and your Display Device is set to sRGB.

The scene linear values are transformed into the sRGB color space (IEC 61966-2-1:1999). During this process gamma correction is applied.

$$\gamma_{sRGB}(x) = \begin{cases} 12.92x,& x \le 0.0031308\\
    1.055 x^{\left(\frac{1}{2.4}\right)} -0.055 ,              & \text{otherwise} \end{cases}$$

For an input of $x=0.5$ this results in $1.055 \times 0.5^{\left(\frac{1}{2.4}\right)}-0.055=0.735357$

In order to save the scene linear values use the OpenEXR (.exr) format. Blender will not apply any view transforms or display transforms when using this format. Alternatively, if you're certain that your output is in the $[0.0, 1.0]$ range, you can also set the view transform to Raw and use any other image format to save an approximation of the values. Blender will map the values to the $[0,255]$ range automatically.


Examples for "Chain Actions" Node in Animation Nodes I'm unable to find any documentation on this node, could someone provide me with some examples of how it works?

Let say you have two actions, one of which is a Follow Spline Action with a duration of 50 frames, and the other is an action from an  empty's transform. Chaining both actions means combining them such that the second action starts after the first action ends, in this particular example, this means that the object will follow the spline for 50 frames, then the object will start following the empty. You can see this from the following example:

Notice that the object doesn't strictly follow the empty, that's because we enabled the Relative option. This option allows the second action to start from the location where the first action ended.


Sine wave on the environment texture I am trying to create a Sine wave that goes around the environment texture (something like what is shown in the attached image)

I have tried to mess up around with the math nodes.
So far I am trying to mess up a bit with the math nodes and I have made this:

Which gives this as a result:

This makes sense, but I cannot figure out a way on how could I do what I want.
How could I create and deal with this kind of issue?
btw: I am quite familiar with trigonometry and mathematical functions as my background is engineering.

That can be this kind of settings:

Base nodes (with X and Y centered from "generated" coordinates, using "vector mapping")

Take the angle through "separate X Y Z" and "artan2" using X and Y.

Get the "sin".

And compare it to Z value.

Tuning (in green above)

Multiply the angle with some value to have the wave amount.

Multiply Z to handle the wave height.

Use some value to tune the wave line height.

here a blend file for 2.8:


Blender 2.83 - Hair particles with big diameter showing cuts in strands I am trying to make an anemone like model and want to render the tentacles as hair particles. So I need to increase the root diameter quite a lot. It is actually a few meters now (which of course is not realistic), but I don't think that adds to the problem.
In the render preview you can see cuts in some hair strands and I wonder why this happens.

For the shader I do not use Hair BDSF but a simple custom one for now. I tried to adjust render steps, segments, render path settings, shader .. but nothing has an effect on the issue. I'll append the file to fiddle with.
If you increase the render steps (Render Tab -> Path) to 5 and check the B-Spline option the result gets smoother, but then the strand will look like an elephant's trunk (more cuts) :-) like so:

The interpolations just does not seem smooth. I forgot to check "Close Tips" for the screenshots, but this also does not have an effect on these cuts.
I could always make a few tentacle objects and use a particle group instead, but I wonder if is not possible to solve this using the standard hair system.
Happy if you have an idea.

See if this works for you, it seems to have fixed the issue in my machine.

Change the Primitive to curve segments in Render Properties > Hair.


Read image metadata produced by Blender? After reading the comments under this answer, I was wondering how to view this data in rendered images?

I tried looking in the comment and such places with GIMP, and file but found nothing.

It seems this metadata is printed regardless of whether or not Stamp is enabled.

Update:
As of 2.75 this data is saved for all renders.

This info is written to the header of the file and only for auto saved renders (animations and command-line renders). For info on how to read the headers see the documentation for the relevant format. I don't believe GIMP has a way to view this data. As ideasman42 said, for EXR files you can use exrheader which is included in the OpenEXR package, for PNG and JPEG files you can use identify -verbose command from the ImageMagick package.


scale text object size I've got a problem with scale my moving text, I have an intro moving but when I want to rescale it as when I preview what I have done it re-sets it self back or original size. Is there a way to save the size I want it to be.

First image: This is shown when I edit it

Second Image: This the size goes back to its original size after I preview it playing to see what will happen.

First you must go to the dopesheet, then select the text you want to animate. In the dopesheet you see four keyframes, those keyframes you have to change. So go with the timeline (the green line in the dopesheet) to the first keyframe, the values of the scale is in yellow (that means it is keyframed) so change the x value to .5 and click on I to insert a keyframe (make sure you are in the 3D view, or above the value when you hit the I. Go with the timeline to the next keyframe, you are on the right frame if the values from the scale are yellow and repeat everything.


Through-walkable object with collision! I wanted to make a nice game, but I am having a problem with water. I am trying to make a simple underwater shader and motion, but I have to make my water so the character can also walk through it. It also must have collision, so I can activate the properties. How can I make its physics work like that?

You can have the water detect collisions and not actually register any collisions by setting it to ghost.

Once that box is checked, anything that hits it detects the collision, but it physically treats it like a no-collision mesh. So, you can simply have a logic setup similar to this one on your character.


2D Animation keyframe issue I've created a small animation and started with a sketch, that part is working as it should.
Now I tried to color in my project , only did one image thus far.

The problem is that the colored image is showing through all the keyframes and this is not what I want.

Does anyone know how I can fix that?

In the dope sheet those specific layers (shadow, color, highlights, ink) are only active on 1 keyframe.

Okay so I figured it out and will post the answer just in case a new 2D animator runs into the same issue.

The problem I had is solved with setting keyframes for the new layers (ink, color, shadows, highlights, etc..) on another frame in the dopesheet.
Because I had those layers only active on 1 frame in the dopesheet the image showed through the whole animation.


Does Blender support texture with straight alpha My question is simple: does Blender support texture where RGB is color, and A is a grayscale texture (not transparency)?

The image file can be PNG or TGA, both with straight (aka unassociated) alpha, and all I want is to extract that alpha, without affecting the color channels.

So far, I have tried every "color space" + "use alpha" setting combination, and none can give me both a straight alpha and correct RGB color:

I can pick sRGB/Linear without alpha, then I got RGB channel right, but A channel is all white.
I can pick sRGB/Linear/Non-color/Raw with alpha, then I got A channel right, but all black in RGB channel.

And this only affects Render view. Material view is somehow happy either way.

Any clues?

This behaviour seems to be internal, so no easy way to modify it.
But a way to facilitate that duplication process is to instead of duplicating the texture file itself, duplicating the Image datablock that references the file inside Blender.

Create the Image Texture node as usual and duplicate it, and then click the user number to make a new copy of the Image datablock -- they will both reference the same file but have separate Use Alpha settings.


How to keep 2 or more different alternative transform? I have an object (just static object , no animation) and i want to keep 3 different alternative positions. So later, i can choose which one to use and restore it. How can i do this ?

I don't know if it has already been done, but that may have a general interested, so:

This is only for object location (not rotation or other) but is a base if you need something else.
Nothing particular to say about the code. Just a UI List with some associated operators (essentially done based on the templates)... and I'm far from a Blender UI specialist...
If details are needed, please ask in comments.

As asked in comments:
import bpy
from bpy.props import StringProperty, FloatVectorProperty, IntProperty, BoolProperty, CollectionProperty
from bpy.types import PropertyGroup, UIList, Operator, Panel
from mathutils import Vector

def keep_locations_index_changed(self, context):
    object = context.object
    index = object.keep_locations_index
    locations = object.keep_locations
    if object and index >= 0 and locations and object.keep_locations_auto:
        if index >= len(locations):
            index = len(locations) - 1
        object.location = locations[index].location

class KeepLocations(PropertyGroup):
    name: StringProperty( name="Name", description="Name", default="Untitled")
    location: FloatVectorProperty( name="Location", description="", update=keep_locations_index_changed, default=Vector())

class MY_UL_KEEPLOCATIONS(UIList):
    def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index):
        custom_icon = 'OBJECT_DATAMODE'
        if self.layout_type in {'DEFAULT', 'COMPACT'}:
            layout.label(text=item.name, icon = custom_icon)
        elif self.layout_type in {'GRID'}:
            layout.alignment = 'CENTER'
            layout.label(text="", icon = custom_icon)

class LIST_OT_NewItem(Operator):
    """ Add a location to the list
    """
    bl_idname = "keep_locations.new_item"
    bl_label = "Add a new location"

    @classmethod
    def poll(cls, context):
        return context.object

    def execute(self, context):
        obj_location = context.object.location
        locations = context.object.keep_locations
        index = len(locations)
        locations.add()
        locations[index].location = obj_location
        context.object.keep_locations_index = index
        return{'FINISHED'}

class LIST_OT_DeleteItem(Operator):
    """ Remove a location from the list
    """
    bl_idname = "keep_locations.delete_item"
    bl_label = "Deletes a location"

    @classmethod
    def poll(cls, context):
        return context.object and context.object.keep_locations

    def execute(self, context):
        list = context.object.keep_locations
        index = context.object.keep_locations_index
        list.remove(index)
        context.object.keep_locations_index = min(max(0, index - 1), len(list) - 1)
        return{'FINISHED'}

class LIST_OT_GetLocation(Operator):
    """ Get the object current location and assign it to the selection
    """
    bl_idname = "keep_locations.get_location"
    bl_label = "Gets a location"

    @classmethod
    def poll(cls, context):
        return context.object and context.object.keep_locations

    def execute(self, context):
        list = context.object.keep_locations
        index = context.object.keep_locations_index
        list[index].location = context.object.location
        return{'FINISHED'}

class LIST_OT_SetLocation(Operator):
    """ Set the select location as location of the object
    """
    bl_idname = "keep_locations.set_location"
    bl_label = "Sets a location"

    @classmethod
    def poll(cls, context):
        return context.object and context.object.keep_locations

    def execute(self, context):
        list = context.object.keep_locations
        index = context.object.keep_locations_index
        context.object.location = list[index].location
        return{'FINISHED'}

class KeepLocationsPanel(Panel):
    bl_label = "Keep locations"
    bl_idname = "OBJECT_PT_KEEP_LOCATIONS"
    bl_space_type = 'PROPERTIES'
    bl_region_type = 'WINDOW'
    bl_context = "object"

    def draw(self, context):
        layout = self.layout
        object = context.object
        row = layout.row()
        row.template_list("MY_UL_KEEPLOCATIONS", "Transforms", object, "keep_locations", object, "keep_locations_index")
        row = layout.row()
        row.operator(LIST_OT_NewItem.bl_idname, text='New')
        row.operator(LIST_OT_DeleteItem.bl_idname, text='Remove')

        if object.keep_locations_index >= 0 and object.keep_locations:
            row = layout.row()
            row.prop(object, "keep_locations_auto")
            item = object.keep_locations[object.keep_locations_index]
            layout.row().prop(item, "name")
            layout.row().prop(item, "location")
            row = layout.row()
            row.operator(LIST_OT_GetLocation.bl_idname, text='Get')
            row.operator(LIST_OT_SetLocation.bl_idname, text='Set')

def register():
    bpy.utils.register_class(KeepLocations)
    bpy.utils.register_class(MY_UL_KEEPLOCATIONS)
    bpy.utils.register_class(LIST_OT_NewItem)
    bpy.utils.register_class(LIST_OT_DeleteItem)
    bpy.utils.register_class(LIST_OT_GetLocation)
    bpy.utils.register_class(LIST_OT_SetLocation)
    bpy.utils.register_class(KeepLocationsPanel)
    bpy.types.Object.keep_locations_auto = BoolProperty(name = "Auto update", description="Update the object location as soon as selected", default = False)
    bpy.types.Object.keep_locations_index = IntProperty(name = "Location", update=keep_locations_index_changed, default = 0)
    bpy.types.Object.keep_locations = CollectionProperty(type = KeepLocations)

def unregister():
    del bpy.types.Object.keep_locations_auto
    del bpy.types.Object.keep_locations
    del bpy.types.Object.keep_locations_index
    bpy.utils.unregister_class(KeepLocations)
    bpy.utils.unregister_class(MY_UL_KEEPLOCATIONS)
    bpy.utils.unregister_class(KeepLocationsPanel)
    bpy.utils.unregister_class(LIST_OT_NewItem)
    bpy.utils.unregister_class(LIST_OT_DeleteItem)
    bpy.utils.unregister_class(LIST_OT_GetLocation)
    bpy.utils.unregister_class(LIST_OT_SetLocation)

if __name__ == "__main__":
    register()


Point Separate Node not working in 2.92 Release Candidate? I'm trying to separate a point cloud into 2 different outputs using a geometry node and no matter what i try, the point separate mask isn't picking up the attribute, Geometry Output 1 is just showing the output of the Group vertex group but despite having the mask set up correctly, Geometry Output 2 shows nothing.
I'd like to know what i'm doing wrong or if it's a problem with the Release Candidate.
Thank you.

You should put Point separate before Point distribute.
After distributing, instances lost geometry data such as Vertex groups.


Color gradient changing with surface curvature I am wondering how to make a color gradient following the changes of curvature of a surface. The trick is, I would like the color gradient to only follow the changes of curvature along z, like in the image I post here.

Thank you for your help!

Gaël

You can use the normal output from the "Texture Coordinate" node, then extract the z value. A value of 0 means the normal is orthogonal to the vertical axis, a value of 1 means the face is horizontal, facing up, and a value of -1 means the face is horizontal, facing down.

Shade smooth, shade flat, and wireframe in [-1;1] :

Shade smooth, shade flat, and wireframe in absolute [0;1] mode :

As pointed out in the comments by @Robin Betts, this will give you the normal in local space. It means if you rotate your object, but don't apply the transform, the color of each face will stay the same. If you want your shading to be applied in world space, you should use the normal output from the "Geometry" node.

Illustration :

Top row : World space, using the "Geometry" node

Bottom row : Object space, using the "Texture coordinate" node.

Rotation is not applied in both rows.


Blender lag everywhere when interacting with UI (Win10/GTX 1070) I'm trying to use Blender v2.78 on my new notebook which has the following config:

CPU - i7-6700HQ (4 cores)

Mem - 16G

GPU - GeForce GTX 1070 (driver is updated to the latest 376.09)

OS  - Win10 64bit family version

Immediately opening the software, I'm experiencing lag everywhere interacting with the software UI, almost lag for every basic operation with mouse/keyboard.

I did some search on the web and tried several things:

a. changing user preferences -> system -> window draw method (as well as some other parms that look possible to help for me)

b. setting up 3D parameter via my Nvidia control program, turning on whatever possible for blender.exe

c. running a previous blender version, say v2.77/v2.76b

But the problem still there, not smooth not at, very frustrating.

What's interesting (and somewhat ironic) is my old laptop which is a ThinkPad x1 carbon (win7) with just integrated graphic card can run the software smoothly, no lag at all when operating or editing in the UI though its performance is too low to render the scene quickly and beautifully.

I'm not sure what to do to make it work well for my new notebook. Appreciate if anyone could suggest and help on this.

Thanks very much!

Okay, after some more efforts experimenting all sorts of setup, I finally get rid of the problem. I couldn't say which is the exact right action to take to have the problem resolved, but the followings altogether are supposed to be the keys to solve my problem:

Like many on the web said, I changed some User Preference -> System settings, mine looks like below now:

I configured my Nvidia control program to turn on everything for blender.exe:

Sorry for the Chinese version, but the Nvidia control panel can be called from the right-click menu on the desktop.

Rebooted my windows. I thought I could have tried reboot earlier...anyway, something needs the reboot to take effect.

Hope this can help whoever has the same problem as mine.

Thanks.


Is it possible to move the camera, after rendering the scene, through keyboard input as you would move a character in a video game? In writing the title, I was given a "Questions that may already have your answer" link that was ALMOST exactly what I was looking for. However, on that page neither the question nor the answers specified what I want.

I am working on a school project, and I have been using cycles materials as I was unaware they could not be used in a game. I am wondering, is it possible, in a cycles render, to have the camera move through the scene through WASD input? If not is there a way that I could convert the cycles materials (I think they're nodes, and that's why they can't be used in the game engine right?)  to materials usable in the game engine besides baking? I tried that and it didn't work.

I am relatively new to using Blender, as this question probably indicates, but I should be able to work with whatever advice I am given. I also apologize for the multiple questions in one.

I think the answer to your question is "no". You can't "walk" into a render, whatever method (or program) you use to render. A "render" is a non-interactive image (or a sequence of for an animation render), so the best you can do with an image is zoom, pan, but you can't do what you asked.

What you wish to do (ie: walking into the scene with some WASD keys setup) needs an interactive scene, aka a "game". Blender "game engine" allows to create interactives scenes but, as you discovered, this "game engine" uses "blender internal" material types.

The "game engine" is there since many years, well before cycles renderer came, and it is also understandable that it uses "blender internal" materials, because of course cycles gives  way better results, but is also usually way slower than the "blender internal" way of rendering scenes.

You could, perhaps, try this: you could try to "bake" cycles materials to textures, UV map those textures to your "blender internal" objects, and then use the game engine to "walk" inside a scene that appears much like if it was rendered with cycles... it's a sort of precalculation. It will not be like a realtime cycles game, but it could also allow for much better results than the standard "game engine" ones.

I remember a cool project, let me search...
Found! Look at this: http://www.blendernation.com/2014/07/23/the-horror-of-cycles-baking/ this has been done with this method, I think. Also you could learn something about this setup watching this: https://www.youtube.com/watch?v=sB09T--_ZvU

HTH


Why does Emission shader dilute colors? EEVEE I would like to create an “outer glow” to Suzanne the monkey so that It emits some red and purple lights (and the plane should reflect them).

To illuminate the monkey, I added the Emission shader and there are two cases:

Using low strength values keeps the colors but it doesn’t emit enough
light.
Using high strength values emits the required light but the colors of the monkey change!

Changing the bloom settings is not a good idea for me as it affects the lighting in the whole scene and other glowing objects.

I tried to use Light Path node but it didn't help or maybe I didn't know how to use it properly.

I need to emit light with the same red and purple colors (not yellow and purple with white line separating the two colors). How can I solve this?

added a comment but I think it's an complete answer.
So, here's what you can do.
Turn off bloom settings in eevee and use emmision strength of just 1.
Now,render the thing. After that,go into the compositing tab and click on use nodes. Add in a flare node just before output node. Now you can use bloom effect without changing the mesh's colour.
You can watch this video if you had any problem using glare node-
https://youtu.be/SN8nJXn7CqI


Can I create a custom shelf without scripting? Coming from Maya, I find essential to have my own custom shelf with my most used shortcuts. Can I create one in Blender without scripting it with Python? I can script it if needed

EDIT:
I'm refering to this: http://worldofleveldesign.com/categories/3d-game-modeling/beginner-series/images/11-mayalt-custom-shelf-01.jpg as the thing I'm looking for. In Maya you can press that little nut in the left to create new tabs and you can press Ctrl + Shift + Clic in any of the tools to create a shortcut inside that tab.

There is no way that I know of natively in blender without using python.
That said, basic ui stuff for blender is fairly simple, so long as you just want to chuck existing operators/functions on a panel.
See How to create a custom UI? for a quick intro.

If you don't want to learn python, you could try this paid addon (it claims to do more than just pie menus, side panels as well):
https://blendermarket.com/products/pie-menu-editor
(disclaimer: I have never used this addon, so I have no idea how well it works)


Diffraction of a wave passing through double slits I am trying to create an animation of a wave propagating and passing through a double slit to undergo diffraction. The effect is something similar to the image attached:

I have played with the wave modifier and dynamic paint (canvas for wave plane and brush for slit), but the wave will just propagate through the slit with no observable effect:

I would appreciate any hints into how to achieve this effect.

Quality is butchered by gif format

You will need 3 Dynamic Paint objects

Canvas

Highly subdivided Plane with this settings:

Most important thing here is to set Timescale to 0.10 and Speed to 5. I don't know why but this way whole simulation is more stable.

Collision object

This is just a Brush with Waves > Type > Reflect Only

Wave generator

Animated Cylinder Brush with Waves > Type > Depth Change. Also you can crank up Factor and Clamp Waves. Seems like these options are producing smoother result.

Blend file

Here is file with used material and everything else:


Are there any critical drawbacks of rendering animation on per frame basis? I have a scene, where rendering is controlled by python script which takes a still image on each frame. After test run I can't name any "problem" except inability to abort rendering without crashing Blender.

Will animation output (image sequence) be the same as with default "Animation Render" or it's not that easy?

No, if you render all your frames individually the result will be the same of pressing "Render Animation". This button is only iterating over all frames and sending the render command for each of them.

As for the render crash, you could use a modal operator that checks if you press Esc (for example) and aborts the render without making Blender crash


Driver not updated on dimension changes This is the setup.

Blue Slider.
Green cube with array modifier.
Red cube.

The Blue slider drives the Green cube's array property count when moved up/down and works perfect.

The red box is set to move its location to the green box's location.x+dimension[0].
If I resize the green box or move it, the red cube is following the green box's end correctly (location.x+dimension[0]).

However, If I change the Green box's count property in the Array modifier (with or without Blue slider driver), the red box's location isn't updated at all.

To update it I have to set the cursor in the drivers Expression box and press Enter. It seems like the driver isn't triggered when the array count property changes the cube's dimension.

Any way to fix this?

Give the red cube a dependency on the blue slider. Do this by adding a new variable as the slider location.z, you don't need to use this variable in your expression calculation but having it there adds a dependency that updates the location as you want.


How to make a net of nodes in blender? How can I make a net of nodes like this:

Here's the reference video example: https://youtu.be/rTzGMcOd8D0?t=7
I know it's possible by extruding the curves and joining them. But I want to make it quick.

I think the link @Computer Guy provided solves the problem, but as the link-only answers may become invalid I post a step by step solution how to do it (which uses the Wireframe Modifier, dupliverts/particle system and Camera DOF).

Create a mesh you want (in my case I use a poor Suzanne again :)) and triangulate it with Ctrl+T. You don't need to do it though if you want to have a quad based wire.

With the object selected go to the Modifiers header and give it a Wireframe Modifier. Set its thickness as you like.

Select your mesh and give it an Emission shader in a Node Editor (material). Set its Strenght value as you like. Also set the World color to pure black.

Now select your mesh, press Shift+S-->Cursor to Selected. Add a Sphere there (make sure it shares the same origin point as your mesh). Scale it as you want then press Ctrl+A-->Rot&Scale to apply transformations to it.

Now select newly added Sphere, then your mesh and press Ctrl+P-->Set Parent To-->Object. Select your mesh in Object Mode and go to the Object header-->Duplication panel and press the Verts button.
NOTE: You may achieve the similar result using the Particle System, but I won't cover it now (maybe I'll edit my answer to explain it later).

Set a material of a Sphere as pictured below (mix an Emission and Transparent shaders). Play with the Factor of a Mix Shader to fit the reference.

With your mesh selected in the Object Mode press Shift+Ctrl+A to make the duplicated Spheres a real/editable objects.

Finally select your Camera, go to the Camera Data header-->Depth of Field panel. Use a dropper icon to select one of the spheres that is closest to the camera and increase the camera's Radius size a bit. It'll blur the background as in the reference you provided.


Is it possible to move a logic brick/re-order the logic stack? I have a fair number of logic bricks on one specific object, but recently had to add a condition to a very early part of the logic stack. This makes the trace cross almost all of the other traces and makes it look extremely cluttered. Is there some way to move it up above some of the logic bricks? Basically I want to be able to change the logic stack order.

Minimize the logic brick (the down pointing arrow in the top left corner), then click on the up or down arrows to move it through the stack.


How to make a clothing mesh follow an arm mesh? I'm trying to model, rig and animate simple FPS hands (hands only, no body). I have the guns all set up and animated and I just have to do these hands.

I've rigged it and edited the weights a bit, but when I move the bones in the arm, the arm itself moves perfectly fine but the "clothing" I've put on them doesn't follow the arm right, it rotates slower than the arm and falls behind, and also scales smaller as the arm moves.

How do I solve this? Thanks

Blend file included https://drive.google.com/open?id=0B3g6-EZ98ikrS2c0am42VTNwYjg

To solve this:

Select your mesh and switch to edit mode
Select all using A
Hit P then choose By loose parts
Now there will be two meshes, the arm and the cloth. Select the cloth mesh and hit Alt+P then clear Parent
Select your cloth mesh then select the armature as well using Shift+ Right Click
Hit Ctrl+P and select with Automatic weighting

and this will be the result:


How to recreate this wireframe looking effect I would like to recreate something like this using blender, if someone knows please explain it to me.

thanks in advice.

Hmm.. maybe you want to animate this, in which case this answer would need expanding..

But as a still, this is a close shot:

It involves:

A distorted plane with a Triangulation and a Wireframe modifier with a matte black material
A particle system to place a 'vertex' at every vertex, with the same material
A duplicate of the plane with a glass material, very low IOR, (no Wireframe, flat shaded)
A long lens on the camera, to keep vertices about the same size in shot
A shallow depth of field set for the camera
A Background shader for the world, large-scale noise to reflections in the glass, but white to the camera and transmission through the glass.

I probably should have used Dupliverts, not particles.. but can't replace the Blend right now...


Remove doubles before export I use blender along with Unity. My .blend file sits in unity project directory and each time I make a change to the .blend file, unity refrshes the scene and loads that file.

I would love to have a option to call remove doubles just before that .blend file is read by unity. I know modifiers are aplied during that unity export/read, but i could not find appropriate modifier for that task.

Is there a way to call remove doubles by a script or something like that, before each time unity exports/reads that .blend file ?

Running this script will remove doubles on the currently selected mesh and export the file with a filename appended with -unity

You can then set unity to read the -unity blend and run the script instead of save.

import bpy
newfilename = bpy.context.blend_data.filepath.replace(".blend","-unity.blend")
bpy.ops.object.mode_set(mode='EDIT')
bpy.ops.mesh.select_all(action='TOGGLE')
bpy.ops.mesh.remove_doubles()
bpy.ops.wm.save_as_mainfile(copy=True, filepath=newfilename)


Cell Fracture Crack it Addon Blender 2.9 I was following this tutorial by Tutor4U on Youtube that explains how to make a Text covered with mud being washed with water. He was using Blender 2.79 in the tutorial to generate the mud, I checked the cell fracture crack it addon in blender 2.92 but I couldn't find it. Any suggestions are welcome.
Blender 2.79 Cell Fracture crackit addon

Blender 2.9 Cell Fracture crackit addon not present

do you mean this?

Go to Edit -> Preferences -> Add-ons -> type cell in search field and check the white box.


Python basics: interactive script I've seen lots of scripts working interactively, meaning if you change a property value the viewport updates right away. But I only saw this for mesh operations, like adding vertices and then calling mesh.update().

Is there a generic method to make your script interactive, like whatever it does? I can't call just my myClass.execute() method from within draw() as it gives me context errors. On the other hand I can't implement my whole set of operations in the draw() method for the same reason. I'm sorry if I failed to understand some basic structure / behavior of Blender python scripts but I'm just a beginner.

Could someone post an example script, like adding a cube with a property, let's say number of cubes, which updates the viewport on changing the number of cubes? That would be awesome!
(EDIT: Really adding / removing cubes, not adding geometry and calling mesh.update())

You have basically 2 options: modal operator or scene update handler.

Modal operator is what an interactive script would use, here is an example with over-commented code. It will create panel in tools under Misc. and the operator can be ended with ESC:

import bpy
# for random positioning of cubes
# so they dont stack one over other
from random import random

class Panel(bpy.types.Panel):
    """
    This displays number_of_cubes property in tools panel
    And can run a modal operator
    """
    bl_label = "Custom Panel"
    bl_space_type = 'VIEW_3D'
    bl_region_type = 'TOOLS'

    def draw(self, context):
        # display cube count if modal operator running
        # else display button to run it
        layout = self.layout
        if context.scene.watcher_running:
            layout.prop(context.scene, "number_of_cubes")
        else:
            layout.operator("my_custom_op.cube_watcher")

class CubeWatcher(bpy.types.Operator):
    """This will run in background monitoring user actions"""
    bl_idname = "my_custom_op.cube_watcher"
    bl_label = "Cube Watcher"

    # this function should be used to do stuff
    # in our example to adjust the number of cubes
    def execute(self, context):

        # get cubes already present in scene
        cube_list = [object for object in context.scene.objects if object.name.find("Cube") >= 0]

        if len(cube_list) < context.scene.number_of_cubes:
            # add cubes
            for i in range(context.scene.number_of_cubes - len(cube_list)):
                bpy.ops.mesh.primitive_cube_add(enter_editmode=False)
                context.active_object.location = (5-10*random(), 5-10*random(), 5-10*random())

        elif len(cube_list) > context.scene.number_of_cubes:
            # remove excess cubes
            for i in range(context.scene.number_of_cubes, len(cube_list)):
                context.scene.objects.unlink(cube_list[i])
        return

    # this function will be called everytime user does something, even moves a mouse
    # should be used to react to user input
    def modal(self, context, event):

        # when user interacts, adjust number of cubes
        # this will react to all event types
        # which is kinda inneficient but simple
        self.execute(context)

        # end modal operator when hitting ESC
        if event.type == 'ESC':
            # set the monitoring property to False
            context.scene.watcher_running = False
            return {'FINISHED'}

        # all other events pass through to blender
        return {'PASS_THROUGH'}

    # this is run when this operator is called
    # usually inicialization code is here
    def invoke(self, context, event):

        # this is important, it will run the modal function
        # without this the operator would just execute and end
        context.window_manager.modal_handler_add(self)

        # set the monitoring property to True
        context.scene.watcher_running = True

        # run self to spawn cubes
        self.execute(context)

        return {'RUNNING_MODAL'}

def register():
    # register classes so blender knows about them
    bpy.utils.register_module(__name__)
    # add a property to scene that will control number of cubes
    bpy.types.Scene.number_of_cubes = bpy.props.IntProperty(default=0, min=0)
    # add a property that will monitor if modal operator is running or not
    bpy.types.Scene.watcher_running = bpy.props.BoolProperty(default=False)

def unregister():
    # unregister classes
    bpy.utils.unregister_module(__name__)
    # remove properties
    del bpy.types.Scene.number_of_cubes
    del bpy.types.Scene.watcher_running

if __name__ == "__main__":
    register()

A handler is a function added to some event, in this case before scene updates. This will produce similar result as code before but will be much more likely buggy or laggy. Next example is simple and does not handle any error cases. Use this only when you know what you are doing.

import bpy
from random import random

def cube_count_handler(scene):
    """This function will be run everytime before scene updates"""
    cube_list = [object for object in scene.objects if object.name.find("Cube") >= 0]
    if len(cube_list) < scene.number_of_cubes:
        for i in range(scene.number_of_cubes - len(cube_list)):
            loc = (5-10*random(), 5-10*random(), 5-10*random())
            bpy.ops.mesh.primitive_cube_add(enter_editmode=False, location=loc)

    elif len(cube_list) > scene.number_of_cubes:
        for i in range(scene.number_of_cubes, len(cube_list)):
            scene.objects.unlink(cube_list[i])
    return

class PropPanel(bpy.types.Panel):
    bl_label = "Custom Panel"
    bl_space_type = 'VIEW_3D'
    bl_region_type = 'TOOLS'

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

def register():
    bpy.utils.register_module(__name__)
    bpy.types.Scene.number_of_cubes = bpy.props.IntProperty(default=0, min=0)
    # add handler if not in app.handlers
    if cube_count_handler not in bpy.app.handlers.scene_update_pre:
        bpy.app.handlers.scene_update_pre.append(cube_count_handler)

def unregister():
    bpy.utils.unregister_module(__name__)
    del bpy.types.Scene.number_of_cubes

if __name__ == "__main__":
    register()


How to isolate edits to an area in Blender 2.8? I'm trying to follow along with the good old Anvil tutorial and I'm running into a snag where I can't limit the scope of my proportional edit by hiding the areas I want to remain unaffected. Is there another means of doing this in Blender 2.8?

The Shortcuts are the same, unless you are using some non-default keymap.

H in Edit Mode hides the selected geometry.

ShiftH in Edit Mode hides the un-selected geometry.

AltH un-hides the hidden geometry.


Subdivision Surface doesn't affect some parts of the mesh I'm learning blender for about 2 months, and I'm having a trouble with the subdivision surface modifier. Some parts of the mesh aren't affected by the modifierenter image description here

I found that if I click on smooth shading again, this bug goes away.


Making a curved tube thinner or thicker without scaling its overall size Is there a simple way to change the thickness of a curved tube without scaling its overall size?
E.g. scaling the minor radius of an already created torus without affecting its major radius or change the bevel width of a curve that has already been converted to a mesh.

Yes, in edit mode you can use Alt+S to scale along vertex normals instead of from the median point.

So you can scale this...

To this...

To this...

This also works for bezier curves as well, even without converting to mesh.


How to access Viewport Properties dialog with small viewport (3d view)? When I have multiple viewports and I want to change Viewport Properties for a single small viewport, I would normally access "Viewport Properties" pull-down in the upper right corner of the viewport. However, with Blender 2.90 those buttons are not visible when viewport is "too narrow". Is it possible to open that dialog some other way?

All menu bars and panels everywhere in Blender can be scrolled by holding middle mouse button down over the area you want to scroll. Most modern mice have middle button integrated with the mouse wheel so in practice you hover the mouse over the bar that you want to scroll (in the above image the bar with words "View Select Add Object"), press and hold mouse wheel down and move mouse towards left and you can access the end of that bar. The same method works for accessing e.g. all the tabs or tab contents in "too short" Properties Editor.
As far as I know, there's no keyboard accessible way to do this. And it doesn't seem to work with menus because menus have small visible arrows at the top and at the bottom if a menu cannot fit within Blender window.
Thanks to @JohnEason for tip!


Can an imported .STL file be broken down into individual parts (rigged) and animated in Blender? Can an imported .STL file be rigged and animated in Blender? I have a model of a house window that was given to me as a .STL file, and I want to animate how it opens/closes. FYI, I'm new to Blender and 3D animation. I want to make sure Blender is the right tool for the job.

Yes it should be possible, since importing means to convert it into Blender internal format. You can use all tools provided by Blender to work on you model.

It could be that you need to split the window and the window frame into two objects.
In Edit Mode select the part of the mesh you want so separate into to another object and press P this opens the Separate popup and choose Selection.


OpenCL option not available in Blender 2.78c running on Ubuntu 17.04 Dedicated GPU: AMD Radeon R5 M330 (HAINAN), Drivers: radeon + Mesa 17.2.0 obtained from the padoka PPA.
Blender Version 2.78c downloaded from blender.org

Tried running with DRI_PRIME=1, running as root, and both at the same time, but none of those worked.

OpenCL rendering with this GPU works on Windows 10 so I am sure my GPU is supported.

As of march 2017 GCN 1.0 is no longer supported for gpu rendering.
Because the R5 M330 is using that architecture you won't be able to use it anymore in blender.

Sources:

https://wiki.blender.org/index.php/Dev:Source/Render/Cycles/OpenCL#Current_issues_and_limitations
https://en.wikipedia.org/wiki/AMD_Radeon_RX_300_series#Mobile_products


My rendered image is still showing black after applying alpha clip and using an alpha I'm using cycles and trying to get the background areas that don't have any texture to be transparent. Here's my shading nodes and the rendered view, along with the texture tab open on the side. Any suggestions?

Remove everything except the image node and the output node. Add a principled BSDF node in between. Connect the color output of your image to the base color input of the principled BSDF shader. Connect the alpha output of your Image to the alpha input of the principled BSDF shader. Connect the principled BSDF output to the surface input of material output node.


How to use transparency with environment texture? What I want to do is to use an equirectangular environment texture as my world environment texture. But I also use render layers to exclude and mask out parts of the texture. The masked out parts of the environment texture will just be rendered black.

Basically, I'm creating a 360 degree video and I want to add 3D into it and mask it so that it fits with the environment texture.

Any ideas?

I'm not quite sure I understand, but I think you are saying that you want mask out parts of an environment texture (video) in your 360 deg video.

Setup

In a 3D scene, select the camera, go to the Object Data tab in the Properties panel (should show camera data). Under Lens, select Panoramic from the 3 options, go to the nearby drop down menu, and select Equirectangular. With the mouse in the 3D Viewport, key N to open the right side bar. Make sure Rotation: X: is set to 90, Rotation: Y: to 0, and Rotation: Z: to 0. Load in your 360 deg video by going to the Properties panel's World Data tab. Switch to Cycles Render Engine if you haven't already. Click Use Nodes, then the square button with the circle in it to the right of the color information slot, , and select Environment Texture. Press Open and locate your video. Select Open Image when you have found it.

Figure out how many frames are in your video and type that into the Frames: box that should appear below the path to your video. One way to do this is to go to the Video Editing Screen Layout, key Shift + A, select Movie, and select your video (a strip should appear with arrows on either end pointing inward). If you right click on each of these arrows, numbers should appear (the largest being the rightmost). Remember these numbers. The formula for frames in your is Rightnumber - Leftnumber + 1. Important: Delete the strip before you return to the Default Screen Layout.

Masking

In the 3D Viewport, change to Viewport Shading > Rendered. Drag different shapes around to blot out the spots you don't want in your final video. You can keyframe these shapes if objects in your video that need masking move.

Compositing

In the Properties panel, go to the Render tab > Film > Transparent. Make sure it's checked. Go to the Render Layers tab > Passes > Environment. Make sure it's checked.

Switch to the Compositing Screen Layout (at the top where it normally says 'Default'). Use the following node setup:

Use the color input in the Alpha Over node to set the color of the masked out area. All of this produced an example result of this for me:

Limitations

Everything masked out has to be the same color. If you want that color to be transparent, click on the color input and drag the Alpha: value to 0. You could add an alternate image as a background I guess, but it would be strange having to design one image to background everything masked out in the background. Should you show the inclination to do so, this would be the node setup:

And it would produce something like this:

Hope this helps and best of luck!


Clearest quality format for UV images I just need to know what format to export my images in before loading them into my blender file, so when I export the video my images don't come out blurred or fuzzy

Whats the best quality format, for example my images are perfect as a pdf, but won't work in blender, with a png or tiff they come out more pixelated

Recommended:

png: Great image quality, alpha support. File size is a bit large. Best overall. Compression hardly noticeable. also supports
tga: Popular in game engines. Good quality, alpha channel. Support for lossless compression.
hdr: 32 bit color depth. Use for environments maps only
exr: 32 bit color depth. Use it for rendering out images from blender that you plan on compositing later. Or for large textures that actually have the appropriate color information.
jpeg/jpg: Small file size, needs to use good compression to no like bad.

NOT Recommended:

gif: png was created to replace gif
bmp: Huge file sizes


Can not access game object added in overlay scene I have a text object in a scene. That scene is added at the start of the game as an overlay scene. Whenever I try to access the text object, named "HUD.text" (to change the game text) the bge returns:

  Traceback (most recent call last):
    File "path\to\my\script.py", line 71,
  in main
      HUDtext = hud.objects['HUD.text']
  KeyError: "CList[key]: ''HUD.text'' key not in list"

Which if I'm understanding it right means the object 'HUD.text' is not available for the game engine.

I have checked that the overlay scene is being added correctly (it is), and if I print all the objects in that scene 'HUD.text' is in the array.

I add the overlay scene with this line in a script that runs once at game start. bge.logic.addScene('hud', 1)

hud is defined by hud = bge.logic.getSceneList()[-1]

print(hud.name) outputs hud

print(hud.objects) outputs [Plane, HUD.text, Camera.001]

Is there something I have to do to make objects added in a overlay scene available? Or is there some huge delay in the time it takes to add the scene?

Here is an example blend file showing the error.

You can not use a variable for KX_GameObject that contains characters like ".", ",", "!" etc. You must use only lowercase and uppercase letters and numbers. In this case you must do something like:

HUDtext = hud.ojects["HUD.text"]

or

HUD_text = hud.objects["HUD.text"]

You can use any variable name that contains only letters and numbers. Note that it can't start with number.


Problem with transparency when using two world images In my setup I have two environment textures applied to my world. They are mixed using the factor of Is Camera Ray, like so:

The first environment node has a color grid, which is used for illumination. The second has a uv grid, which is shown to the camera.

So far, so good. If the scene is rendered with diffuse shaders this works perfectly. But when throwing transparency and reflections in the mix, things go south. Transparent objects will show the illuminating environment (color grid) rather than the one that is visible in the render (uv grid). Here's a quick render to illustrate the problem:

I can see why this is happening so probably I will need to look for an alternative route. Suggestions are very welcome!

Rearrange your nodes so that the color grid environment texture affects only the diffuse rays:

The sphere has a glass material and the big cube a glossy one. The small cube on top uses a diffuse shader.


From where can I get reference images I am very good at modelling but now I need T-pose male, female, animals and vehicles blueprint. Please suggest me websites to get a front and a side view of real-world objects. What I need right now is the front, side and top view of T-posed female.
I know it is not a blender question but I wanted to ask this to a community familiar with 3D. I am not sure of the tags I have used.

A quick google search for “3d reference images” seems to find some results.


Why my Eevee render result is transparent? I downloaded recent version of the blender 2.91 today and I tried to render the default image with default render engine. But I could find a transparent output instead of the square. Anything I need to change in setup. output I am using Radeon GPU

I’m having the same problem in the shader view ports. But in cycles it renders fine. By any chance are you running a Radeon gpu


How do i extrude "screws" from my model I'm making a simple gun model made of mostly cubes but the reference image contains a lot of "screw" extrusions that makes my model look incomplete. Is it possible to do it without individually modelling the screws and placing? If so, how? I cant provide image of my model but imagine it as the reference without the screws.

While it is possible to make a round peg fit a square hole in Blender, that's generally more difficult than it's worth.

If you search "Cutting round holes Blender," there are some good resources out there for how to make a round element match up with a square element.

However, it's usually much more convenient to just model the greeble separately. Unless you have some specific reason that it has to be attached, I'd highly recommend this method. Keep in mind that you don't need to model a whole screw. You don't even have to model the whole head of the screw. You only need to model the part that will be seen, which is a tiny sliver of a disk with a slit in it.

If you're wanting to model any part of the hole or dent that the screw goes into on the weapon, it might be enough to just subdivide that area and "push" it in a little. If you want something more than that, a Boolean modifier would be a great way to cut out the part of the hole that you're interested in seeing.

I'll try to upload some images later today, if that helps.


After the soft cut, "Reverse Frames" is applied to the "parent" video instead of a selected strip I need to reverse part of my video. As I understand, this is normally done through Adjust> Video > Reverse Frames checkbox. And it works correctly with the whole video.
But if I do the soft cut (using Split command) and then try to apply Reverse Frames for just the second fragment (even if I delete the first fragment and/or move the second one to another track) - reversal is applied to the original video! For example, I had video sequence as ABCDEFGHIJKLMNOPQRSTUVWXYZ, split it as ABCDEFGHIJKLMNOPQRST + UVWXYZ and applied Reverse Frames to the second part. But instead of expected ABCDEFGHIJKLMNOPQRST + ZYXWVU, I get ABCDEFGHIJKLMNOPQRST + EDCBA. See the screen recording by this link. Most weird, it is file-dependent: some files are processed correctly. You can try do the same with the file I used, available to download by this link.
Hard cut seems to be processed correctly.

As solved in the comments, just use the hard cut instead of the soft cut, because the soft cut mantain the entire video clip in the strip and the parts you cut away are just hidden (infact you can re-expand the clip moving the start or the end side.
The hard cut creates a strip that is just the part you cut, infact you can move the sides inside to narrow it more, but you cannot move them outside to expand it to the whole initial clip.


Video is exported reduced in size When I export videos they come out smaller - about 67% of the original file size (1920x1080). I set export to 100% Resolution, and I only get 67% of the image (starting from the bottom left corner - the rest is cut). The only way to export the whole image is to reduce the Resolution to 67%. I've tried various settings, but feel I must be missing something. Does anyone know why this is happening?

In your Video Strip Properties make sure, Image Offset and Image Crop are unchecked.


Scene renders image, but not animation I have an animation which generates the expected image using Render/Render Image, but generates no image(s) when using Render/Render Animation. Any ideas? Fyi, I do have the Sequencer enabled, and PNG image output selected, and I've reviewed all of the similar questions. Thanks.

I found the problem. By selecting Output/Overwrite, it began rendering properly. I assumed with Overwrite not selected, it would simply generate the images with a new file name.