Getting weird normal map where mesh is completely flat ( and how to bake normals for unity ) In short: flat surfaces are baked as non-flat.
I'm trying to bake normal map. It has some weird topology, but still quads, and they are flat. But, blender bakes those flat places as if they were not flat. I believe, instead of raycasting, somehow, it just uses data from smooth shader.

I use default settings for bake, just changed bake type to "normal".
upd: i tried to double check everything and test it on cube. Just bake cube.
Now, instead of baking cube, blender uses cube's uv map as mask to bake previous object, that was hidden and unselected.

This happens when you have smooth shading turned on on the base mesh. Making it flat shaded or enabling autosmooth should fix the issue.
For the baking on the cube, it's not recommended to have the image you are baking in the material ("Circular dependency for image "image name" from object "object name""), as it uses the old normal map to bake the new one. Try disconnecting it and bake again.


Converting Matrices to translations and back changes geometry in Animation Nodes I was just working on an AN function to tilt a ring of points inwards or outwards from their center. The circle is generated from the Distribute matrix node, and then Z values are added from another source.

I got it working just fine in a test file, but when I added it into a large project, the points were just rotating around the Y axis.

Further investigation showed that the problem originated in the fact that I was converting the matrices into translations before returning them to the node that called the function, and then they were being converted back into a matrix in the next node group.

Clearly, the simple answer is to keep the values stored as matrices for as long as possible, and don't be converting back and forth. However, for my own curiosity I wondered if anyone could shed any light on why this is happening at all?

A matrix represents a translation, a rotation and a scale.

When you create matrices on a circle, each will have a different translation and rotation. When you decompose the matrices and only use the translational part to create the new matrices, the rotation is lost in the process.

Instead of using the Translation Matrix node you could use the Compose Matrix node. This way you can use the rotations of the old matrices in the new ones as well.

If you just want to move every matrix a little bit, I recommend to use the Offset Matrices node instead of doing all those conversions yourself.


Ignoring a channel when removing gaps in the VSE I've got this:

I want to remove that gap, moving all strips to the right up to fill it. Normally I can do this by pressing backspace, but I can't do that here because of the audio track above --- Blender doesn't think that's a gap.

Is there any way I can tell blender to ignore the audio track while removing gaps?

I think I've found a solution. I don't know if it's the best solution, but it does appear to be a solution.

Place the playhead in the gap. Select all strips to the right. This won't select the audio overlay because it doesn't start to the right of the playhead, but it will select everything else. Then Grab, and manually move left so it overlaps the strips to the left of the gap. On confirmation, the two strips to the right will have been moved so that there's no gap, and every other strip will have been removed the appropriate amount.

If, however, I come back in ten minutes discovering that everything's been garbled because all my carefully placed overlays and crossfades have been rearranged, I will scream here, and you'll know it didn't actually work.


How can I get rid of these weird shadows? I was trying to find a solution on youtube but I couldn't find any.

It seems like several of your normals are pointing inside.
Answer to this question shows how to see normals in viewport:
Viewing normals in Blender?
Answer to this question shows how to flip normals of selected faces:
how to flip normal direction in blender


How to assign a key to "Select All by Trait"? It is not in list I'm trying to assign a key to "Select All by Trait" (mesh edit mode, "select" menu) but it is not listed in Keymap. Is it possible?
I want to popup this menu on some key, same as Shift+G popups "Select Similar" menu.
Currently I added it to "Q" (Quick Favorites). It's OK generally, but I wonder if it is possible to assign separate key for such unlisted key.
I'm using blender 2.83 and 2.9

In the preferences, keymaps, navigate to "3D view/Mesh/Mesh (global)".
Use the "Add New" button and set the keymap like so:

Enter "wm.call_menu", set the key you want and assign the menu name "VIEW3D_MT_edit_mesh_select_by_trait".


Why can't I apply an Empty's rotation? I’m following a tutorial which has got me using images, imported via the use of Empties.

I start with a new project, deleting the default cube and adding an Empty of type ‘Image’.

I open the Empty’s image, and it appears, lying flat in the XY plane. I apply a rotation of 90 degrees about the X axis. The image is now ‘standing up’ in the XZ plane.

I could very happily leave things as they are, but my inner neat-freak wants to apply this rotation.

With the Empty selected, I press CTRL-A and select ‘Apply Rotation’. I’m expecting the Empty to keep displaying the image in the XZ plane, but for its rotation values in the Transform panel to be zeroed out. Its rotation values are, indeed, now all zero, but the image lies back down in the XY plane.

If I add, say, a Cylinder primitive, it’s orientation doesn’t change when I apply its rotation.

There’s clearly something about the logic of Empties and the way they behave which I’m not understanding. What am I missing?

Thank You in advance to anyone who can throw some light on this.

Empties only store position, rotation, and scale. You are thinking of them as if they are mesh objects, but they are just the transform component of objects, and thus, you cannot apply rotation and get the result that you are expecting.


Compositing a Hologram Button I'm trying to create and composite a scene involving a button with some heavy effects on it. The image below is an example of what I'm trying to create.

Example Render:

My current render:

I have two problems with making this scene

1.) I cant figure out how to give it a voronoi or cloudy look (the increased transparency randomly thougout) without ruining the coloring or translucence and while keeping the background details clear at the same time.

2.) How to composite it so that it has the saturated glass or hologram like appearance (the glow and rgb split kind of effect) that the example image has.

To get the cloudy effect, create a cloud texture and mix it into the image with a Mix node. I find a Soft light mix type looks about right.

For the split RGB look you use the SeparateRGB and CombineRGB nodes with a Transform node for each channel using different offsets for each. A Glare node set to Fog Glow gives a nice soft glow.


Use Insert as a shortcut for Insert keyframe? The default shortcut for "Insert keyframe" is I, which is achieved by holding the mouse over for example the Location Transform, and pressing I. I want to use the Insert key instead.

Even if I overwrite all the shortcuts that are called something with Insert keyframe and/or use the I key, it doesn't work. It's still the I key that is active.

Is there something special about the Insert key that makes it unusable? I noticed "Toggle overwrite" was using the Insert, but even if I turned it off, while all shortcuts were assigned to Insert, I still couldn't insert keyframes.

Anyone has a clue on this?

You can use autohotkey to make the insert key function as the "i" key when Blender is open.

https://autohotkey.com/


How can faces be rotated around their individual normals? In edit mode with these settings:

Face selection
Pivot point: individual origins
Transformation orientation: Normal

The faces don't rotate around the normals, is there another required setting that I overlooked?

You need to press a key to specify the axis. (i.e. X, Y or Z)

Setting the Transform orientation aligns the XYZ coordinates to something, e.g.:

Global aligns the axes to the world
Local aligns the axes to the selected object(s) rotation
Normal aligns the axes to the selected element(s) normal

etc.

Note that pressing the axis key once always snaps to the Global orientation, regardless of the setting in 3D view > Header. To use the orientation specified in 3D view > Header, press the axis key twice. (e.g. GZZ)

With your settings, (Individual origins, Normal, Face) to rotate each face around its normal we should rotate around the Z, see the wiki:

  The z-axis of the manipulator will match the normal vector of the selected [element]

So by pressing RZZ:


Under what conditions does "select non-manifold not show up in the select menu? I use blender to create designs for 3d printing.   I use select non-manifold a lot to look for problems as I work on a design.   I see that sometimes select non-manifld doesn't show up in the select menu.

I don't know if it's just for the more complicated designs or not, so I'm wondering if anyone knows under what conditions select non-manifold is not available.

You must be in vertex-edit mode in order to have that option.

Edit: orrrr edge-edit mode, confirmed.


Perpendicular view on corners/edges in sculpting mod would like to ask if there is a possibility to make our view perpendicular on edges/corners/sides (ecs) while we are in sculpting mod in other angles beside the front/right/top (so on) ortho views that we have. Perhaps some kind of ... line that will be show when we are exactly 90° on the specific corner/edge/side that we wish to work.

I know it sounds silly the question, but I'm confronting a small issue with this matter when I try to use smooth brush on ecs. If there is not a 90° view on the specific zone where I want to edit (ecs) the brush won't work, and if it will work and still not on the right angle, it will distort the model badly on the one side while on the other might not even touched it.

Thank you in advance.

if you tab into edit mode, you can use Shift Numpad 7 to look down perpendicular on the active face / selection. This also aligns to edges, but along the edge, not perpendicular to it. Perpendicular alignment is possible with using Shift Numpad 1 when having one edge or two vertices selected. Toggle between Ortho and Perspective using Numpad 5

tab out of Edit Mode again to return to sculpt mode.


Is it possible to simulate Fluorescence in cycles? It it possible to create a fluorescence shader in cycles?

From Wikipedia:

  Fluorescence is the emission of light by a substance that has absorbed light or other electromagnetic radiation.

More specifically, Is it possible to make a shader that emits more light on one wavelength than it receives on that wavelength, while not emitting more total light than it receives?

Fluorescence is emission of light, so it would be natural to use emitter shader with the right rgb value mixed with other shaders -- it should give an accurate emulation of the phenomena. Please note that fluorescence includes time component, so the object might emit more light than it receives at the moment, if it was subjected to source of light earlier.


Grease Pencil - broken lines that should be smooth When I use the grease pencil, I get broken, jagged / pixellated lines that should be smooth.

See the "chinks" / breaks in the black line above.

When I zoom in, (here on the bottom left) the pixellation smooths out, though it doesn't disappear:

I'm using the latest build of Blender (2.78, 2016-09-15), and the strokes are made with the "Basic Brush".

Would appreciate feedback bout what's going on and how to fix it -
thanks.

I believe your problem is related to a GPU / Driver issue.  I am seeing the same thing you are seeing on a Mac with an ATI graphics card.  If I save my blend file and open it on a different Mac with an Nvidia graphics card the lines are no longer jagged / pixelated.  Check out this link for more information:  Weird artifacts with Grease Pencil V2

I have not yet found a work-around for this problem, other than to render the final image/sequence on a computer with an Nvidia card.


How can I pause a render in progress and then resume it at a later time? I would like to pause a render that I have started, with the intention of resuming it at a later time (but during the same Blender session).  How can I do this?

On Mac OS it is not necessary to have started Blender from the command line.  You may use the "kill" command to send a stop and continue signal...

$ ps -ax | grep Blender
3554 ??       750:42.18 /.../.../Contents/MacOS/Blender
$ kill -s SIGSTOP 3554
$ kill -s SIGCONT 3554

There is a way to 'pause' Blender (or any software for that matter), but it relies on the operating system rather than Blender itself.

Mac OS X and Linux:

You must start Blender from the command line or terminal.
At any time, you can completely suspend Blender by pressing Ctrl+Z from the terminal window.
The terminal should say something like:

^Z
[1]+  Stopped                 /Applications/blender.app/Contents/MacOS/blender

You cannot interact with it until you you type fg in the terminal. Which will bring Blender back to the foreground.

Windows:

Have the console window open (Window > Toggle System Console)
Use the cursor to highlight any of the text in this window will freeze the console and pause Blender. This is a super hacky way to actually pause Blender, but it works in a pinch. See https://stackoverflow.com/questions/30418886/how-and-why-does-quickedit-mode-in-command-prompt-freeze-applications for detailed explanation of why this happens.


Particle origin when particle is a group I want to create a tree, but I have a problem to distribute the twigs with leaves on my tree.

At first I created the tree.

Then I build some twigs and used a particle system to distribute the leaves on the twigs.

From what I've read here, it is not possible to place hair particles on an object, that contain another particle system. So I converted the leave particles on my twigs to real objects and parented them to the twig.

So far, so good, but now I'm missing something. When I want to use these twig-groups as particles on my tree, they are floating around. The twigs don't start growing on my tree.

I played around with some values, but nothing helps.
When I use the particle system to just render the twig object instead of the whole group, everything is fine.

How do I get this whole group "origin" to align with the faces on my tree?

Alternative 01. If you want a whole group to behave as one leaf.   duplicate the leaves ... then [Join] the new meshes into one single mesh.  You can change the origin of a single mesh in edit mode.

Alternative 02. Deselect [Whole Group] if you want your leaves separate.

When this is done increase the number of particles and bring image in 3D View up to date and inspect.  Increase or Decrease the number to suit your needs.


How To Prevent a mesh from overlapping into another? What is the best way to prevent this:

Obviously, these are pages in a book, and there are also a stack of pages beneath these, so I've got to make sure there are no "gaps".  Should I utilize adjustments with shrinkwrap, make the pages thicker, add subsurface, etc. or......

As was pointed out by Duarte Farrajota Ramos , you want to keep the pages separated to avoid Z fighting.

If this causes problems because there are so many pages the separation causes them to have a painfully thick stack, then you might want to start animating the hide_render property (the camera icon in the outliner) so that pages which are obscured don't even get rendered until it's time for them to be visible.

Depending on what fraction of the book you will flip through, you might even have a box-ish mesh representing the bulk of the pages, and then 2-3 flippable pages renderable at any one instant.


Texture not showing correctly on specific faces The front of the box the texture dont work on all sides, but the lid has the right texture.

Blenderfile and texture here

Best regards

Melvin

You've got to play with a coordinate "Mapping" node. First of all Apply your rotation and scale (select the box then Ctrl A, it's always a good habit, it helps to avoid unexpected behaviours). Then add a Mapping node.

If you want finer control you'll have to generate an UV map and use UV coordinates.


Align Object to Face & then Center to that Face I'm trying to align an object (a cylinder in my case) to the 'center' of the nearest face.  I attached a gif image of what I got working so far which aligns the center of the object (and it's rotation) to the normal of the nearest face using snapping but I can't get it to snap to the exact center of the face.
I need to do this to make even 'holes' on each face where they are always in the center of the face (y and z direction in my example).
You could think of this like I'm trying to use the 'center' control for text and how it aligns text to the center.  I'm looking for the same effect for that cylinder on the nearest face.
It's critical it's accurate (I can't just hand place it), since I'm using this model for 3D Printing.
How do you do this?

@Stphnl329 has answered your question, but there's an alternative route to making your holes, which is quicker than punching them out, and less destructive. (You can continue making adjustments up to a later stage)
Supposing you want to make 24 holes..

Start with a cylinder with 4 * 24 segments, and select a slice 4 segments across on the Y axis, delete the rest.

On your slice,

CtrlX dissolve the edges around the center
Poke the cleared face
CtrlShiftB bevel out the middle vertex
GG ease the surrounding vertices out a bit. (You can do this symmetrically by numerically entering the slide factor). Don't scale. That would disrupt the curvature. For perfection, you would rotate.
(Shipped Add-On) Loop Tools > Circle ensure the central face is circular, and delete it.

Recreate the cylinder with an object-offset Array modifier, based on an Empty at the origin, rotated by 360/24 degrees in Z. Ensure 'Merge' and 'First and Last' are checked.

Assign Solidify, Bevel (by angle), and Subdivision Surface modifiers.


Fix symmetry before retopology Given a model that was symmetrical but who now no longer is. Is there a way to delete half the model and remirror or to straighten the symmetry out.

You can see in orthographic mode that the top (and front) of the model now no longer aligns with the z axis but the middle does.

There is a multi res modifier on it at the moment in case that makes any difference.

Try this:

This will almost certainly screw up your Multires modifier, so apply it.
Select a vertex on the one half—say the left one—and hit Ctrl+L to select everything connected to it.
Delete it with X.
Move the boundary of the top section to align with the Z-axis.

You can try SX0 and then setting X to 0 in the transform properties, you'll probably still have some cleanup to do even if you use proportional editing.

Go out of edit mode and use a mirror modifier. (If I remember correctly, there's a Remove Doubles option you should use.)


Convert flat roundish meshes to angular meshes I extracted road markings using Open Data and Python. In the attached screenshot the road markings are still rounded. Since road marking is usually not roundish but angular, I would like to design the meshes also angular.

The attached screenshot is a. svg image imported into Blender. Would it be possible to convert all surfaces into splines and then widen them to create rectangular road markings?

Is there a solution in Blender?

this is one possible way to make roundish curves  into angular meshes:

this is a curve object (closed):

in edit mode you can select all nodes and convert them as vector

which will "straighten" curves changing nodes handles

which will become

if you can get those shapes as svg, you could try steps above...

edit:

note, you can get perfectly square shapes if source svg curves have suitable control points, like in this example below:


How do I parent a mesh, transferring the vertex groups? Using Blender 2.74 it appears some key things have changed.  In the previous versions I found it simple to transfer weights from one mesh to a new mesh, then transfer the armature (parent) to the new mesh and delete the old.  The new mesh was then a drop-in replacement of the old mesh, requiring just a little weight painting to correct errors in the transfer.  With 2.74 I've been trying this and while I get the weights transferred without issue, no matter how I parent I end up with the new mesh parented to the armature but the vertex groups no longer transfer.  Instead all I get is a single RFIK vertex group while the original vertex groups are still there but separate from the mesh.  How do I get the armature AND the vertex groups to transfer to the new mesh?

Further twiddling and I see I get one vertex group to transfer only if I select it in the mesh from which the skin weights are being transferred.  When I export the end model (new mesh with parent armature) it complains about a lot of empty vertex groups for the mesh because only the one vertex group associated with the weights for the new mesh transferred.  This process used to transfer ALL vertex groups to the new mesh and there's no apparent "select all" option for vertex groups so I'd have to manually select every single vertex group and copy them over?  There must be a better way.

OK, I stumbled upon the answer. Perhaps settings have changed since the 2.6x series but I found that for Transfer Weights, settings appear underneath with one of them referring to "Source Layer".  Setting this to "All Layers" when doing the Transfer Weights causes all the weights AND vertex groups to transfer to the new mesh.  After that, just delete the original mesh and then parent the new mesh to the armature.


Export as OBJ and create fitting image texture I am very new to Blender and wanted to create a 3D chess board with figures for my render engine. I have designed the board and created a material and I can succesful export it as obj and load it up in my render engine. The problem I have is that when i want to bake the material as texture it looks distorted and has much empty space for a uv texture map. Also the uv coordinates in the obj file are no longer accurate and don't apply to the image.
This is what the image look like:
https://imgur.com/gallery/2QsYdzV
Any help would be appreciated

This looks like your UV Map is stretching. Select the face you want to uv-unwrap, view it from that in orthographic mode and in uv context menu, select project from view.


Fluid simulation domain visible Whenever I try to do a fluid simulation, the fluid domain remains visible.
I have tried:ctrl+a-scale, turn on/off visibility for render/viewport
Here's a video demonstrating my problem: https://youtu.be/XmiTU2B_nYU
Here's the blend file in case I have messed up some settings: https://drive.google.com/open?id=1EIv2pACFD-i5CnuuONOKpnezSUYuREFz
Thank you for any help!

Based on your video; you are roughly here;

You first step should be to enable, then bake, the mesh;

(Note: My image shows "free mesh" on that button, because I've already baked it)

Now, turn off the liquid;

And you should now have this;


Rigid body not starting as deactivated I am trying to create an animation of two billiard balls colliding. I have been following a tutorial which uses rigid body for animations. I have placed the two spheres on a rough model of a billard table surface and enabled rigid body on both. The rigid body settings are the same for both balls, except that the one that is supposed to first move when hit by the other, has "start deactivated" and "enable deactivation.." activated. The settings for the balls as well as the table is shown in the pictures.

The scene gravity has been put to X=0, y=20, z=-50. This seems to work in the tutorial, but when i playback the animation, both balls start moving from the beginning. I have not been able to fix this, does anyone have a suggestion on how to fix this issue?

Also, i am going to use this for a billiard tutorial video and want to do renders of several shots, so if you have a suggestion on a better way to do these animations, it would be appreciated.

Thanks in advance:)

Open this url
https://www.youtube.com/watch?v=zu6zbf7tdoU
and go to 11:27 and see how he animated the sphere( this is really usefull i think in your simulation ;).


Why is my donut not smooth and sculpting it causes distortion? Im completely new to blender and ive been following this tutorial: https://www.youtube.com/watch?v=6OTX3ZdYvEA&list=PLjEaoINr3zgEq0u2MzVgAaHEBt--xLB6U&t=0s

I started noticing around part 4, that my icing looks edgy and jagged especially when zooming in. At part 5 it got even worse when i started sculpting and those lines appeared.

Have i missed something or is it related to blender settings or gpu/cpu?

I think i figured it out. I made a copy of everything and did not hide it from the view which caused the distortion


applying two different textures to a plane when we apply a texture to a plane it shows on both side. i know this is a single face. but i want to model a movie poster which is normally white on backside. i want to make it some part rolled up and loosly hanging from wall, so that some portion of its white blank backside shows. anyway to do that with a plane ?? or i have to make a very thin cube to do that?? cube doesn't look convincing as a movie poster.

You can use backface properties, which mean the inner side of the face. With the proper node setting:


How do I rig Walschaerts valve gear in Blender? I'm trying to rig a Walschaerts valve gear, which looks like this:

I've got some of it working, but I can't figure out how to get the combination lever (the mostly vertical bar between the wheels and pistons) to be influenced from both sides while attached to the valve stem (the upper piston) which it rotates about. The point where the valve stem attaches to the combination lever must not move vertically on the z-axis, but does need to move horizontally along the y-axis, which is what controls the valve stem.

I've got one IK constraint on the large yellow bone + the two bones guiding the lower piston. I have another IK constraint on the small yellow bone all the way through the two bones controlling the upper piston. I just don't know how to influence that from the top as well.

I've tried adding another IK constraint to the bone beneath the highlighted radius rod, but I can't get it to work. I basically have one rod, and each end needs to be acted on by a different IK constraint.

In case it is of use, here is my blend:

I think the problem is that you have the valve stem and crosshead rigged to move together.  In an actual valve, the motion is more complex

I'm not good at drivers, but what I think you need to do is match the actual cycle more closely.

Using the animation from wiki starting with the valve stem all the way to the right end of its cylinder, the piston end of the cross head in the middle of its cylinder

Steam enters, pushing the piston to the left end of its cylinder
As the piston approaches the end of the cylinder the various mechanical linkages pull the valve stem to the left.
Once the valve stem is all the way to the right, the direction of steam reverses. This reverses the direction of the piston.
The piston moves all the way to the right
Mechanical linkages pull the valve stem to the left

end of cycle.

A driver that causes the cylinder head to move as if it were driven by steam and a set of bones that match the actual mechanical linkages, down to parenting, should cause everything to behave properly.


How can analyze the diffuse texture and normal texture from obj with a mtl , by using python I want to analyze the diffuse texture image and normal texture image from obj by using blender python api.
So I tried

import bpy
bpy.ops.import_scene.obj(filepath="Kake.obj")
objects = bpy.data.objects
for object in objects:
    for s in object.material_slots:
        if s.material and s.material.use_nodes:
            for n in s.material.node_tree.nodes:
                if n.type == 'TEX_IMAGE':
                    print(object.name, 'uses', n.image.name, 'saved at', n.image.filepath,n.color_space)

And the mtl like this

newmtl CL_LR_Baked1
    map_Kd CL_LR_01DiffuseMap.jpg
    map_bump CL_LR_01NormalsMap.jpg
newmtl 03___Default
    map_Kd CL_LR_02DiffuseMap.jpg
    map_bump CL_LR_02NormalsMap.jpg

But I found I can't know which node is diffuse and which node is normal.Because their name  is "Image Texture","Image Texture.001" . Is there any way to help?

I solve it by material.node_tree.links.

for object in objects:
    for s in object.material_slots:
        if s.material and s.material.use_nodes:
            for link in s.material.node_tree.links:
                if link.to_node.name == "Principled BSDF" and link.to_socket.identifier == "Base Color":
                    if link.from_node.type == 'TEX_IMAGE':
                        print(s.material.name, "diffuse",link.from_node.image.filepath)
                if link.to_node.name == "Normal Map" and link.to_socket.identifier == "Color":
                    if link.from_node.type == 'TEX_IMAGE':
                        print(s.material.name, "normal", link.from_node.image.filepath)


Blender doesnt render any shadow I´ve been looking for a solution online for this everywhere can´t seem to find anything. My issue is that I have the scene displayed on the image, and there are no shadows rendered on it. Don´t know what I touched on or off for this to happen. Any ideas?

Your lights are de-activated in the viewport - No light, no shadow (click the eye icon)
Emission shaders don't receive shadows
If you plug a color into the output of a shader, it is automatically converted to an emission shader. Try with a principled bsdf or a diffuse shader
Your scene is not up-to-scale. Your couch is 3 meters high and 9 meters wide. The lighting won't be realistic if you don't try to respect realistic proportions
Turn way up the power of your point light

If you want a cartoony look you can use the "Shader to RGB" node after the shader. Also use ambient occlusion to add to the realism


Why can't I move the Bones? I selected the armature, I am in pose mode and no bones are showing up. Am I doing something wrong? It would make sense if I am, as I am a beginner but I looked to see if this happened to anyone else and it never did.

First you need to see bones. Go to properties pane, select the object (the cube icon) and find x-Ray and switch on that field. After that you see armature, and you can select one of the bones from the armature.

Second, go to properties pane, click on the human icon (data) and select pose position.   Rest position is for edit bones, pose position is for animation.


Volume section missing in material panel I'm new to blender and trying to fiddle with materials. However, in the materials panel, the volume section is missing.

I'm using Cycles. Is there something more to enable somewhere ?

if you are using cycles you need to check the "use nodes" button in the screenshot above. once you have done that i suggest using the node editor to work with your materials instead of the properties panel shown in the image. if you need help using the node editor ask and i can help. i do not know much about volume shading in particular but i can help with nodes.


Numpad view not working properly This is making me go nuts. Whenever I'm trying to go to the numpad view, instead of going into the 2D and showing only 2 axis, it's trying to show and think about the depth of the third axis.
This is how it should look:  This is how it looks instead:  Please help me, it has been bothering me for a while but I can't even find anywhere how to fix this (oh also the background isn't full of cubes either.. :(

You are in Perspective view.
Hit Numpad 5 to switch to Ortographic.

Perspective - all the horizontal lines appear to converge into a vanishing point in the middle of the horizon: the point of view is a... point

Ortographic - all the horizontal lines appear as points: the point of view can be thought of as an infinite plane


My 3D Cursor follows my selection cursor everywhere I click. How do I stop this? This happens to me every now and then in different projects and I never know what causes it. Anywhere I click, my 3D Cursor and Selection Cursor both move to that point and I cannot separate the two. How do I fix this?

You discovered the Pivot Point

This is a very useful feature in blender

Your pivot point is for example the rotation axis.

Maybe you want to rotate something around a Point then select a Vertice/Edge/Face/Object  press  Shift s to position the 3D Cursor.

Now press r and you will rotate aroud the 3D Cursor


Weird behaviour when assigning material to specific faces I'm following a guitar tutorial, and I created a material for the sides of the guitar. I assigned it to the sides, but in rendered view I get a band of the other material above and below the side material.

Any Idea why this is happening? Any help is appreciated!

EDIT: .blend file

The subsurf modifier is smoothing the edges which allowed the above material to bleed out to the sides.

Add two loop cuts to the sides to fix it. (shortcut ctrl+R, then sroll up once)


Can I learn blender and in future work in any animation studio, without needed to learn script language? I'm 2d animator, graphic designer, musician.
Software knowledge : Toon Boom Harmony, Illustrator, Photoshop, After Effects, Sketchbook Pro

Learning to script is totally unnecessary. As an animator, you need to know how to animate. You will be hired as an animator for your skills in animation, and most of the functions are already automated in programs like Blender. If you have an idea with the animation but it's impossible to do without scripts, you have a high chance to find a tutorial for your requirements, or just asking help from people who know their stuff can definitely get it solved for you.


Type of Denoiser built into Blender As far as I know, Blender seems to have three denoisers.

The default denoising feature in the view layer tab
The denoising feature displayed in the view layer tab when optix is enabled
The denoise node in compositor (Intel Open Image Denoise)

Question :

Are the optix view layer denoiser and compositor denoiser nodes the same technology?
If all three denoisers are different, I am curious about the name of the algorithm they are using.

All denoise options in Blender are based on different research efforts to speed up path tracing.

Denoising Filter for Cycles

is an implementation exclusively for Cycles by Lucas Stockner during Summer of Code 2016 combining different papers about denoising around 2015:

  ...this proposal is about having a denoiser right in Cycles - where all the additional information (like feature passes and variance info) is available and can be used to produce results that are far better than general image denoising, often allowing to cut render times by 75% or more.

NVIDIA® OptiX™ AI-Accelerated Denoiser

is a research effort on top of OptiX a GPU library which requires a graphics card supporting CUDA. The Paper was published at SIGGRAPH 2017 and can be found here:

  It uses GPU-accelerated artificial intelligence to dramatically reduce the time to render a high fidelity image that is visually noiseless.

Intel® Open Image Denoise

is a library build on top of DNNL (a CPU libary for deep learning applications) published in 2018:

  Intel Open Image Denoise internally builds on top of Intel® Deep Neural Network Library (DNNL), and automatically exploits modern instruction sets like Intel SSE4, AVX2, and AVX-512 to achieve high denoising performance. A CPU with support for at least SSE4.1 is required to run Intel Open Image Denoise.

Related: Which denoiser is better?


How to install 'Cycle Cameras' addon for 2.8x? I'm using a great addon called "Cycle Cameras" made by @CoDEmanX for Blender 2.79b which I'd like to use in Blender 2.8x as well.

Fortunately there already is an updated version by @Matthias & @batFINGER. However, I can't get it to work properly. Everytime I try to install it via User Preferences > Install from File the addon doesn't show up in the list. I tried to install it in Blender v2.80 and v2.81 without any success.

What am I doing wrong? How to install the updated version properly?

If the name of the directory of the addon contains "."s and "-"s remove them. Rename the directories name in a way, that it only contains characters a-z and A-Z. Close Blender, reopen blender and check for the addon.


Where is the pie menu I recently installed Blender 2.80 and started with watching tutorials. But in the first tutorial there are pie menus that should appear when holding/clicking Shift-S.
However when I do that I get a totally different menu, the 'insert keyframe menu', and not a pie menu like in the tutorial.
Now I used to work with Maya, so I might (can't remember) have set the hotkeys in Blender to Maya-style during the installation, (I'm not sure if I did or if there is such an option.)
I also work with a Wacom pen and tablet and not with a mouse. but that shouldn't be the problem.
I tried to change some settings in the addon preferences, but that didn't solve it.
Any idea how to find the default pie menus?

You can find all this functions in the Object/Snap menu (or Mesh/Snap if you're in Edit mode).

In Edit/Preferences/Keymap, you can set the very first parameter to "Blender" if you want the same keymap used in most tutorials.

If you want to change this particular shortcut, or know the shortcut defined in your keymap for that pie menu : in Edit/Preferences/Keymap, type "snap" into the search field. Under "3D view", locate "wm.call_menu_pie". You can change the assigned shortcut by clicking on it.


Correct Material for Glass and World Background Using Blender 2.8 Cycles with Denoising and Caustics Turned-Off

I have two questions here.

I’m not sure why the world background is not WHITE when I’ve already set it to FFFFFF in hex value.
The glass panel of my model appears to have icing/frosting effect. I cannot get the CLEAR GLASS with REFLECTION on it.

What’s the correct way of doing it?

Thank you :)

First forget about thinking of color as Hex values. That is not how blender works.
The same color will change depending of the amount of light that hits the surface of objects. Also the final value will depend as well on the kind of color transform chosen in the color management settings.
Let's start by asking what is "white"?
"White" is not a color, it is just the limit of what the display can deal with, in other words it is when the data has reached the top of the scale (from 0.0 or 100%) in all three channels. Most likely you need to increase the intensity of the light sources to reach that value.
Read:
Make texture visible in sunlight
and
Render with a wider dynamic range in cycles to produce photorealistic looking images
and
How do I stop my white background from becoming grey due to lighting?

As for the reflections on the glass, well, glass is both transparent and reflective, so you will have to control the elements that get reflected on it. If you don't have any reflections then the surface will no longer look like glass and the viewer will think that there is nothing there.
Read:
How to turn off reflections on glass


Blender Sequencer speed is Extremely slow I have a video (720p) that is 37 minutes long, with a bitrate of ~3000kb/s.

This video is a game recording, so 37 minutes worth of this footage was written in 37 minutes, while other extremely CPU, GPU and hard-drive intensive operations were occurring.

If the recording program can record and output at the same rate as is being played, I don't understand why rendering with blender at the same exact settings, same codec, same container type, same bitrate and size, the only difference being that I removed about 4 seconds from the beginning, is going to take 5.3 hours to render.

I've disabled every feature under user preferences that are said to increase performance, I disabled rendering of the 3D scene (which is empty anyways). I set the sequencer memory cashe limit higher, I've increased the number of prefetch frame which is supposed to help with multicore rendering.

What else can I do to make the rendering faster? I've used blender for years for 3D, and I'm getting into recording videos for YouTube, all the good programs for video editing are very expensive. But those programs can render 37 minute videos in 10-20 minutes, not 5.3 hours. I don't understand why it's so slow, it's so slow to the point it's unusable.

Replies to Comments

@user277143: My guess: try increasing the cache of blender itself too (alongside the Sequencer's cache). Also, having meshes in the scene will cause them to be reloaded for every frame. That can cause problems. So, go to the 3D-view and delete everything. Also, off topic, check the resolution multiplier in the render settings. I have screwed up many sequence renders by having it at 50%.

I have already done the cache of Blender as well. I already have nothing in the 3D scene, and I even have that entire render layer disabled in the outliner.

@gandalf3: Related:

How to make VSE render faster?
VSE suddenly slow like hell
Poor performance with h.264 VSE
How to speed up Blender Video Sequence Editor rendering?
Is the VSE multi-threaded?

I've seen all of those, none of them provide any help that has altered the result. Those issues were due to bugs, or a settings issue. In the past I've been able to render at around 50-60 outputted frames per second, so rendering a 30 minute video in 15-18 minutes. Only in the last 3 weeks has this started to take this long, so there is a way somehow to speed it up, and I haven't touched any settings on the program.

Keep UI

render with "Keep UI" option in the Render properties panel under Display
(Just don't let blender display the rendering process in any window.) That was a noticeable speed up for me.

Multicore rendering

use one of the available scripts for multi-core rendering. Basically a script that opens as many instances of Blender as you have cpu cores or as many as you specify.
(Blender use for VSE render only one core of CPU by default. So even with a two core processor you get only half the render time. If you have an 8core CPU it would be great speed boost for you.)

Parallel Render - Addon, simple to use, but it generates separate movie files - one for each blender instance (that runs on each core separately).
After download, installation, enable ... you run this script with SPACEBAR search, type "parallel ..."

￼

video_editor_render_script - A python script whit it you need to arrange a few things first, but then it's a ONE-CLICK option with one animation file.
(Namely -download also ffmpeg and specify paths to blender and to ffmpeg in the script. Just follow instructions. In general it also generates separate files for each core first, but than use ffmpeg to merge them in one file.)


I Need Sharp Edge And Have Problems With Redirecting Edge Flow After sub d I get no sharp edge but I think on that side must be sharp, can you help me with edge flow?

I think this topology works:

I beveled these edges and rearranged a bit all around:

Here is what it gives with the Subdivision Surface modifier:

Previous shape:


How do you create an animated mask for an image to show underlying video for v2.82a? EDIT

I'm using Blender's video editor to overlay an image on top of my video footage. The problem is, I need to mask (make transparent) certain parts of the image that are currently blocking part of the video at certain frames. I am able to create a single frame mask and apply it to an adjustment layer that works as exactly as intended by showing the underlying video. I was able to create an animated mask in the movie editor, but when I apply it to the adjustment layer the mask doesn't work at all. I compared the strip settings of both the single frame and animated masks and they are identical, both using Alpha Over as a blend mode. I followed this video tutorial (times 7:22 - 9:22) but the animated mask is still not masking at all. I'm not sure what I am doing wrong.

In the movie clip editor (not the sequencer) you can create and animate masks.

In the VSE select the strip you want to overlay, add a "mask" strip modifier and select the mask you want to use. Then set the strip to use "alpha over" blend mode in the Adjust->Compositng settings for the strip.
The top strip will be overlayed on the bottom strip using the mask as alpha channel.

There is no need to create black and white images to be used as masks. The mask tools for blender are quite sophisticated.


How to switch to Inverse Kinematic for Make Human model in blender 2.78? I exported a human in mhx2 format from MakeHuman and imported it to Blender 2.78a. What is necessary to install in blender in order to see the MHX Main panel and/or switch from FK to IK mode for posing the model? I am rather new to Blender and I've no clue what else to do.

So far I installed and enabled addons from community-extras-blenderplugins-v1.1.0-cr1.zip found from MakeHuman download page (containing total of 4 addons: mhx2 Import, Make Clothes, Make Target and Make Walk, also tried install from blendertools-1.1.0-all.zip containing the same). But in both cases I cannot see anything like on this screenshot (from a YT tutorial, which I believe is the way to switch to IK):

Instead, in my Tools panel, there is MHX2 palette and MakeWalk palette, and in Properties panel I have Make Clothes and Make Target, but nothing similar to the above screenshot. Here is what I have in blender in all panels:

So the only thing referring to IK is in the Make Walk panel. After checking the Inverse Kinematics and then Transfer FK => IK (no idea if this is what I need to do, just guessing) I get an error:

The url with corrective actions returns page not found.

To sum up, I am looking for a way to be able to drag a bone near the wrist of my Make Human model and see the whole arm move (this is inverse kinematic).

You need to check "Override Exported Data" when importing the mhx2 file, and add a rig:

The rig controls are under the "MHX2 Runtime" tab (Layers and "FK/IK Switch") in the tools panel. The MakeWalk addon is not needed for this, only the MakeHuman import-runtime.


Using opacity map with principle shader and another color map I am trying to mix a color map and an opacity map for a flower to a principled shader, but can't seem to figure it out. I have tried various ways, but doesn't work, will appreciate any help here.

Here you go - I plug the black and white image into the mix factor of the mix shader as a way to define where the transparency shader will take effect.


Why can I not achieve a smooth surface when subdividing? I'm not sure whether I have created the polygons correctly but I can't seem to get a smooth surface when subdividing. Prior to this I also reduced the complexity of the mesh by reducing the number of polygons, but less polygons made it even worse when subdividing. I've also deleted doubles, converted to tris to quads but with no real success. Can anyone help? thanks

Here I have redone the topology but I still get uneven surfaces. I'm also trying to convert the odd tri's into quads but I can't seem to do this without having to rebuild the topology?

I took a default sphere with 32 segments

Into edit mode and select a single vertex. When selected then bevel it ctrlshiftb

with the faces still selected right click and select loop tools. If you do not have them then they are in the add ons (google how to use add ons from preferences). Select circle

this will give you a nice circle shape to work from.

Add knife cuts as shown or alternatively select the two verticies you want to join and press j

Select the circle edges and ctrlshiftr to offset the edge loop you have selected. This will give you 2 new edge loops.

Select the inner faces and extrude inwards three times using the normal orientation

You will end up with this topology

Add a subdivision surface modifier x 2 and set the auto smooth to 60

You can put it into a circular array and tweak the depth/scale of the hole


How to assign shortcut to Snap menu I wanted to assign similar hot keys on Snap menu and setting Origin menu  like shift + f1 and ctrl + f1 since you can't add Origin menu to Quick Favorite

After seeing this question, I managed to make it for setting Origin, but I couldn't for Snap

I only found those on google
bpy.ops.view3d.snap_cursor_to_active()
bpy.ops.view3d.snap_cursor_to_center()
bpy.ops.view3d.snap_cursor_to_grid()
bpy.ops.view3d.snap_selected_to_active()
bpy.ops.view3d.snap_cursor_to_selected()
bpy.ops.view3d.snap_selected_to_cursor

which are options under Snap menu.
I hope there's a way to round them up as one shortcut button (not as a quick favorite menu)

To set the snap menu in Blender, you must open Blender preferences, and go to the input tab.

In the search blank, type "snap keys". One result-snap keys should show up. As you showed in the picture, the blank for controlling this action with a shortcut was empty. If no results show up, then make a new shortcut with these settings:


when I try to texture paint onto my mesh, my texture shows up in a random place on the mesh I'm modeling a cello right now, and I finished modeling, so I moved onto texturing.  I want to texture paint an image of a cello onto it, but whenever I try to paint onto my mesh, the paint does not show up in the desired place.  Instead, it shows up in random weird places (see image below)

I have already tried recalculating the normals and that changed nothing.  I suspect it has something to do with my UV's, but I don't know what to fix or where to start.  If anyone knows how to fix this, any help is appreciated! :)
(PS, I will give the link to my file below)

All normals are flipped. It's inside out. In Edit mode, press A to select all, then Alt+N and "Flip" to fix it.


How to correctly LOCK motion tracking points so they don't move after reloading movie clip? I was trying to stabilize some movie clip and met quite annoying issue in Blender 2.79b, although I recall this was happening in earlier versions too.

The following image shows an example of certain feature (a detail in the guardrail) which I was trying to track but the feature itself does not matter - this is a generic problem with any tracking point.

So... let's assume I reached the point where I am satisfied with tracking results. The matching was done to previous frame not the key frame, nevertheless the preview image was steady over all frames of interest (not counting minor changes due to perspective and noise). To prevent accidental editing I always click on the lock in the right top corner.

Now I can either restart Blender (after saving project of course) or just click Reload in the Clip section and all my tracking points are affected by little offsets in random frames, even if I have locked them. The image below is an example of such offset - the frame 11 is clearly shifted when compared to frame 10 and 12.

So any ideas what is happening here? Is it possible that tracking points are OK, but movie clip is different each time I reload it? (e.g. shifted/duplicated frames or something...). The movie is in MP4 format directly from my Lumia 640.

Edit: further notes

Just noticed that for certain frames it's even worse - the tracking information is completely lost! I don't need to actually Reload the clip - if I move forward the prefetched frames are removed from RAM (in the Movie Clip Editor there is such violet bar indicating which frames are cached in RAM). If I return to these frames, the tracking points are modified again.

As I remember; from the introduction of the tracker, it was always suggested to export a movie to an image sequence. This is to prevent decoding changes/errors to frames when scrubbing through, skipping and reversing direction, as all these conditions can affect the decoding process.
The symptoms of the problem you describe sound exactly like this problem.
I would suggest you convert your movie into individual frames, and then work on that image sequence.


Objects not showing up when in render view. Only the background shows up I have this weird glitch where I can see my objects and scene just fine in object mode. But when I switch to rendered mode or just render my scene nothing shows up except the background. I have tried everything. Enabling the objects in render view, add a new camera and adding new lights. I tried to clear all restric render. But nothing is working.

If anyone wants to take a look at the files go ahead. Please go ahead because I want this to be solved.

Files: https://drive.google.com/drive/folders/1xYwxF4vDiq1QDnN9_UMIqz3PRo__zAqm?usp=sharing

Seems that your objects have cycle shader and so if you activate Cycle Render as your renderer, it is just fine...


Can bones be moved by vertices? I'm setting up a character to be customizable and one of the things I want to be able to customize is the length of its snout (using shape keys) but I have two bones at the end of it that control whiskers and a beard and when I make the snout shorter or longer the bones (and the facial hair) stay in the same place.
Can I associate those bones with the vertices on the snout so that they'll move with the shape keys?

Yes. This is possible using bone constraints, but it is very annoying to setup, and tedious to use. You can create vertex groups of the target vertices, and use bone constraints (in pose mode) to have the bones follow them. The usual practice is to have one vertex group at the root of the bone using copy rotation/location/transform or child of constraint. And then use IK or stretch to to have the tip of the bone track the vertices that will move.

The limitation of this is that once the bones are constrained, you can no longer pose them. The work around for this is a second layer of bones that are children of the constrained bones. Have this second layer actually affect the mesh, as you will still be able to pose them. (Note that this only works with certain constraint setups.)

However, it seems like the better way to handle your current situation would be to use another layer of bones that you scale instead of using shapekeys. Then you can easily have your deform bones be children of these scale bones.


Keyframe object's active material from material slots How do I keyframe an object assigned material slot?
How do I keyframe material linked to a material slot? (In the Browse Materials to be linked button just below the materials slots.)

Mixing/Switching Material in the node editor is probably the best solution for you.

Create two distinct materials. We will switch/fade between these two.
Create a third material: "mix". Activate nodes for this material (marked red).
In the node editor, create one material node with the first material and one with the second material. Connect them to a MixRGB node.
You can animate the material influence with the Factor slider of the MixRGB node in the third material.

After keyframing the Mix node, they keys will show up in the dopesheet.

  You can still assign the first two materials to other objects.
  You can add more mix nodes in the "mix" material to switch between more materials.
  The material keyframes don't update in the viewport, but will render correctly.


How to create an underwater scene in cycles? I have been trying to create an underwater scene in blender, but havent been getting any good results. How to setup the ocean bed and the volumetrics underneath so it looks believable. If anyone can help me setup such shaders in cycles (or maybe even in eevee, i have not been able to render any volumetrics with light streams passing through them in eevee). Any help would be appreciated!

currently i am using a normal glass shader for the water and volume scatter and volume absorption for the underwatter volumetics itself.

this it the end result i would like to acheive.

I use a plain cube for a water body since I do not animate these underwater scenes, only the camera movement above and underwater. The hardest thing was to get the water to look good underwater. I create technical presentations above and underwater and used these settings for the water material. This material is good for Fluid simulations as well. Underwater visibility is about 40m or ~44 yards in a clean water and tropical environment. For ocean floor you can use the terrain creator or a Mesh>Plane with surface and displacement modifiers and put it within your water cube.

At node with the mark 1 adjust the water colour.
At nodes with the mark 2 set the underwater visibility with the Value
node and colour with the RGB node. This setting will also determine
the colour of the water based on its depth when viewed from above.
See effects of these settings on the images further below
demonstrating this.
At nodes with the mark 3 set the roughness of the surface of the
water. Demo images further below.

Tweak the settings to your needs at those node sections.

Here is the water material broken into 2 sections, left and right, so you can see the nodes clearly

With the water node settings on the images, here is a sample image which is a small marina and on the top left you can see the entrance.

The image below is exactly the same camera position but underwater. Note that you cannot see the entrance very well because of the limited visibility underwater. If you SCUBA dive then you know what I am talking about. This is a sunny scene in tropical, high visibility water with rather clear shadows on the sea floor.

I use the same nodes in Blender V2.79b and V2.80.
I forgot to mention that this does not deal with sun rays penetrating the water.

To demonstrate the volume or the underwater visibility control at nodes 2, that are connected to the Volume input of the Material Output node, here are the following images. In this scene the sea floor starts to come up at more than 300 meters or 330 yards from the camera. A shiny red sphere is placed under water nearly 300 meters away. Camera depth of field is not setup so the effects can be observed better.

Underwater with the camera about 30 m or 33 yards away from the catamaran hulls and the volume control nodes are connected. Note: you cannot see the red sphere in the distance between the hulls, which is located there with this camera view, and that is how it is supposed to be.

Below is the same camera view but the volume control nodes are disconnected from the Material Output node. The red sphere and all the rocks on the sea floor are not supposed to be visible at this distance, ~300m.

Below is the same cove viewed from above, but without the boat, volume control nodes are connected. Towards the left of the image the depth gets bigger, but gradually, hence it is getting a darker shade of water.

The same camera view but with the volume control nodes disconnected. The rocks on the sea floor are clearly visible. It makes it look as the water is really shallow when it is not, hence we use those volume control nodes.


Texture Panel Options In my texture panel I have several red and white checkerboard Icons. What they  have appeared there for I am not certain as they have no assignment?  Is there a way to delete them as I do not believe they are doing anything? Or maybe they are? How could I tell?

Those icons show the different textures that have been created for your materials. In this example all of them are empty, meaning that no textures have been created yet.

There is no way or need to delete them.

Once you add some textures, the window will show a list of all the available textures.

To know which ones are enabled for a particular material check the boxes on the right.


BPY add keyframe to each curve after importing a sequence of .SVG files here my first ever attempt to patch a simple python script for Blender 2.9 that could import a series of of svg files that conform an animation.
I want to be able to enable and disable their visibility so to simulate an animation, this is to be sent to a software called OsciStudio that generates sound from the objects on the viewport.
What I have tried is this:
import bpy
import glob
import os

# path to your folder

importDir = "/Volumes/250GB/16mm/rotoscope/stillsprecol/select/"
print("Importing all SVG from this directory", importDir)

os.chdir(importDir)

for files in glob.glob("*.svg"):
    print( files, "... imported!" )
    bpy.ops.import_curve.svg(filepath=files)
    bpy.ops.object.select_all(action='SELECT')

for i, obj in enumerate(bpy.context.selected_objects, 1):
    bpy.context.view_layer.objects.active = obj
    obj.name = "Curve" + str(i)

    obj.location = (3.0, 4.0, 10.0)
    obj.keyframe_insert(data_path="location", frame=1)

Importing works fine, i get all the files layered and selected, then moved to the specified location and theres one key frame added on the timeline!
But have no idea on how to add a keyframe to each layer, progressively and separated by 10 frames.
I'm using blender 2.9 under OS X
TIA for any, really any, help

check this out:
for files in glob.glob("*.svg"):
    print( files, "... imported!" )
    bpy.ops.import_curve.svg(filepath=files)
    bpy.ops.object.select_all(action='SELECT')

for i, obj in enumerate(bpy.context.selected_objects, 1):
    bpy.context.view_layer.objects.active = obj
    obj.name = "Curve" + str(i)

    for x in [10,20,30,40,50]: # the indentation in this line is important!!!
        obj.location = (0.0 + x , 0.0, 0.0) # ADAPT HERE

        obj.keyframe_insert(data_path="location", frame=x)

of course you have to adapt the line with "adapt here" to use some mathematics so that you get your progressiveley -> i have no idea what values you want to have there ;)
and of course you can do the "for x in " with a nicer loop...my version is for sure not the most elegant one - but the laziest one ;)


How to move a particle emitting object around a movie clip in Blender? just wondering if we can move a particle emitting object around a video clip in Blender without using a plane with video texture. Please find a sample image below. You may also find this video for a better idea of what I am trying to achieve.

https://www.youtube.com/watch?v=fxAAr8w4VnA

version Plane in 3D Scene

You didn't ask for it, but what I know all comp. apps works in that way, with the same amounth of "deterioration" a quality of the video footage - all apps operates with a video texture on a plane in 3D scene.

Simplified – If you connect a Texture node (with video sequence) directly into output (without shader) than colour information stay the same.

In Color Management switch from Filmic to Standard.

What I would miss in this case, are matte tools. Sorry for dirty way I found on the way (probably exists better), or you should separate foreground in compositor properly, render it with alpha and use this image sequence, but that's another topic.

Example with particles. GreenScren is taken from internet, easily find by name (Green Screen Sample | Panasonic HMC150).

Example with Smoke Simulation. GIF compression is too much here I will try post regular render later.

version Composite

Another way (without Plane in 3D scene) is Composite - to render Smoke separately with faked Z pass in RenderLayer (in this case simple greyscale gradient texture) because blender doesn't handle volumetric depth and even if you want to emit smoke like a particles (plane with texture) Z pass does not handle transparency as well.

Smoke for this version you can render from blend above, but not as Render output, but enable Composite first (and delete or exclude plane from rendering). If you switch layout to Compositing you will se two Render Layers - one is regular render, second with faked Zpass.

These images has to be saved as OpenEXR_Multilayer (32-bit) file format, so you would be able get enough depth data to composite plane. I expected much worse result, but for smoke type worked quite well :) Smoke was rendered only with 6 samples = noisy, but expect some noise in composite anyway. These even smooth anti-aliased pixels will be used as depth data, which means - any pixel represents position in - depth (little confusing call this Z pass in blender terminology where depth from front view is Y axis :), forget it. So in this level there is not any anti-aliasing (if I'm correct).

Result (also because of gif commpresion) is not fair, I probably changed some parameter for smoke material due testing mishmash.

For compositing is here is essential Z Combine node that is responsible for mixing depth data. Because video doesn§t have any depth info and we need to place it similar to 3Dscene it's enough to set to the actor some grey value for Z input. If you try to move slider to white or black you will se how smoke is appears forward or backward of actor.

Looks like even alpha from "Smoke Depth" render layer can do a good job. Colored for fun.


MakeHuman to Blender texture problem I create a 3d character using MakeHuman v1.1. Later, I exported to Blender using Collada format. I have a problem with the textures. The next picture show us the problem. The white part in the skin is the problem. If I reimport using the same format the problem is not present.

I think that not is a UV mapping problem since that is imported from MakeHuman and Blender is using the default mapping.

An easy fix would be to export in the blender exchange format. All textures should then be displayed correctly.


Objects and Meshes not showing up on collections tab Hi non the new meshes that I add to my scene are in the collections tab could someone please help with it, I’m sorry if I’m missing something super obvious but I am a newbie and don’t really understand, Thanks.

i think you have added your mesh to the mesh "Cube.001" via SHIFT+A in Edit Mode. If you want to make a separate object instead of adding this into an other mesh, go in Object Mode and hit SHIFT+A.
But you can also separate parts of meshes or merge them anytime.
F.e - if you want to separate the door from the rest of the house, select a part of your door mesh, hit CTRL+L to select linked vertices and then hit P and select "Separate Selection".
But if you want to merge your door with the house again, select both of your objects and press CTRL+J. Let me know if it was helpful.


Can a Blender script stay in memory and listen to a socket? I am considering writing a python script which, once run by the Blender internal interpreter, would stay in memory, listening to a socket and reacting to messages.

As an example I would use this to preview the currently edited object in an external engine, without having to export it to the filesystem then loading it in the engine.

How can I design a plugin to have such a behavior?

Note that this question :

Only targets the "staying in memory / listening to a socket" part with respect to Blender inner workings, not the scene crawling/exporting, messaging details etc.
Does not make reference to the "blender --background" mode of operation. To the contrary I would like this to work in the usual, UI-driven interface.

I am also aware of the Blender Command Port patch, but it does not seem like it has ever been merged (and I would like this to work with a "vanilla" Blender).

Since neither Blender nor Python deal with threading very well.. one option is to use async-IO to handle the network socket, and hook bpy.app.handlers.scene_update_post to have your script called periodically.

When your handler is called, you would both process async events on the network sockets, and perform whatever operations were requested by the network. Each interation of your handler should run for a relatively short time, or you'll block the UI.


Using bevel profiles to create picture frames I'm trying to use the new custom bevel option in Blender 2.82a to make picture frames.  How can I invert the custom Bevel profile to create this.  My thoughts where to use a cube and delete the faces that aren't used but how can I make the bevel be on the inside.  Is this the easiest way to do this?

The direction the bevel needs to take to mimic a frame.

The easiest way is to use Bevel Weights.

Set the limit method to Weight for the Bevel modifier
Select the edges you want to bevel
Adjust their Mean Bevel Weight to 1


uv image editor not sho As you can see in the picture everytime I try to unwrap, blender says to put a modifier that is not there first. no object In any other collection is selected nor do they have said modifier.
I also deleted my UV's and created new ones.

Try unchecking the Use Subsurf Modifier in the Unwrap popup.


Mirror viewmodel for Source engine, ends up horribly deformed? I don't know if it's a problem with Blender or Source, but I need to flip a viewmodel in Counter-Strike (it's lefthanded in game, I want it to be right handed), but when I flip the model (by scaling by -1) and export the reference and animation files, it ends up horribly deformed in CS, but it looks fine in Blender. Also, when I export in Blender I get the error "Warning: Armature has non-uniform scale. Mesh deformation in Source will differ from blender" Is there another way to mirror a viewmodel, am I doing something wrong, or is this a source problem?

Blender:

Ingame:

It is really hard to keep with the expectations of the Source Engine while in Blender (I do Dota2 workshop stuff, I should know), so this is some stuff that you should check from my similar struggles:

Do the animations play right? Do they look right in blender?
What does the source model viewer show?
Is the scale, location, and rotation applied (correctly)?
Did you consider that Source is sensitive to bone labels?

Example:  If you simply mirrored the model and animations, Source will still attempt to align bone labeled "right" to the right hand side for IK purposes, and vice-versa for the left hand side.
If your model looks wrong in the Source Model Viewer, try creating a custom, unused animation.  If that imports correctly, your animations are mirrored incorrectly.

Are you able to export the model/animations and directly re-import them successfully without modifications?

Failure to do so suggests something wrong with your tooling or process.

Without more to go on, I can only provide these generic troubleshooting tips.


Painted Scene with Lighting I have a more general question about lighting a scene with painted material.

Since I have created a scene in which I want to paint all the textures I am now confused after watching some tutorials. People always draw lights and shadows on the objects. But when I decide to change my lighting setup wouldnt I have to start over? I can not really describe what I am meaning so I will explain it in a picture.

Lets say I was painting my cube like in case A. Now the lighting changes and comes from the right like in case B. Sine I painted the object like the light would come from the left.. it now wont fit when the light comes from any other angle and casts shadows in a different direction.
So when I am doing a full scene do i just have to accept that it is just used for one lighting setup?

If you look closer to this tutorials, you'll notice, that they don't really paint lighting conditions but more like Ambient occlusion and some highlights, that are similar for each side of the object. In the tutorial you linked to, you can see the same amount of shadow under the top part on each side, The same with the highlights on cracks and tiles. The same on each side.Try to copy this effect while creating your painted textures. This will suggest some details, but won't interfere too much with added lighting.


How can I make the waveform in sequencer bigger? I am using the alpha if that makes any difference, it shouldn't. I looked under view already and I don't see any relevant options, I also tried to box select the audio track and resize with "S" but its not working. As you can see I can barely see the waveform can someone please help me?

From official manual:

https://docs.blender.org/manual/en/2.80/editors/vse/sequencer/navigating.html

  Use these shortcuts to adjust the sequence area of the VSE:

  Scale View, Ctrl-MMB and drag up/down (vertical scale) or left/right    (horizontal scale).
  Scale View Vertically, drag on the circles on the vertical scroll bar.
  Scale View Horizontally, drag on the circles on the horizontal scroll bar.


Cycles, Using Ambient Occlusion as a Factor in Material Node Editor I'm trying to give cavities a different shader in between adjacent objects "Dirt Map", I tried using Geometry Node, linking the Pointiness to Color Ramp to the Factor in a Mix Shader, as per the image above. The problem is, this works just fine within the mesh itself, but it wont capture cavities between different objects, I tried merging the meshes into one object using Ctrl+J, but that didn't change the result. Logically I tried to use Ambient Occlusion as a Factor for the Mix Shader, but Ambient Occlusion is a Shader, not a value provider node, is there a way to capture the value from AO shader to use it for Factor, or is there a completely different way to achieve this?

In the node editor Shift + A then under input you'll find Ambient Occlusion, the node itself shows in the image above, you can use AO output as a factor to feed to a Mix Shader node or a MixRGB node or... whatever you would use a factor for.


Good amount of Tris for a mobile game? What would be a good amount of tris for a character that will be used in a mobile game? So you have an idea lets say a mobile game like Clash Royale, I'm of course trying to keep it low but I just wanted to know what is actually a good amount.

As much as necessary but as few as possible :)

The goal is to have a playable performance. And this depends on too much factors like shaders, draw calls, how much geometry at once, rest of ongoing code, target platform, target OS, and and and. The geometry is usually the smallest problem nowadays. The common graphical resource hogs are draw calls, particle systems, shadows. But code can slow down the game dramatically too.

That's why you normally start with a prototype to figure out what is possible within the given bounds. So make a prototype and simply try it out.


video editing shading for 3D strip I use the blender video editor with several scenes.
The scenes contains images as planes (via the so-called addon).
They look good with a shading set to material in the 3D editor (render is also OK) :

But when I add them as scene strip, the look as grey boxes in the video preview (render is also KO) :

Is there any shading settings in the video sequencer ?
I'm using blender 2.90.1 on linux.

In the VSE preview sidebar set the Scene Strip Display to Render :


Error when using CreaPrim addon I installed the CreaPrim addon and when I try to add a new primitive, I get the following error:

Traceback (most recent call last):
 File "/CreaPrim - create your own primitives", line 141, in invoke
 NameError: global name 'do_creaprim' is not defined
 location: <unknown location>:-1

Does anybody know how to fix this?

Just so this is said... this is a bug, meant for the developer of the addon to fix... I would file a bug report.

ie: There most likely is no way to fix it without re coding the addon.

community answer on bug reports here:

Best place to put bug reports?

EDIT

If the addon was working in a older version, then one solution would be to roll back to a previous version. Its a bit drastic but if you want to use the addon badly enough it would probably fix it.


How can I export a rigged and posed model from Blender to Substance painter without losing the pose? I want to render it in Substance because Blender's HDRI based lighting doesn't work well with my model.

Apply the Armature modifier in the stack before exporting. Alternatively you can tick the "Apply Modifiers" export setting.


Is there a 32-bit version of 2.76? I'm new to Blender and I have just dopwnloaded Blender 2.76.

Unfortunately it doesn't seem to work under my 32 bits Windows7.

Is there a 32-bit version of 2.76?

Thanks.

As others also said, yes, and more: there here are two 32bit windows versions: a .msi (installer) and a .zip (archive). You could detail more what is "not working" for you, and any error messages you get, that would help understand what is causing your Blender to not work.

As an advice, since installing .msi can have issues sometimes, try the .zip version, it should work out of the box, just unzip it anywhere ad launch the blender.exe inside. If that blender works, it's just the .msi install process having issues of some kind...


Is there a way to play/pause the VSE from Blender's text editor with a hotkey? As many of you I believe, when I'm looking at some footage in the VSE, I often take notes in an external text editor but one could actually use blender's text editor as well. Would there be a way to play/pause the VSE from Blender's text editor with a hotkey? Without having to put you mouse on top of the VSE to use a hotkey, just using your keyboard while in the text editor.

Many thanks

In the user preference > input ... you should be able to

Go search the VSE section and Text editor section.
Copy those shortcut that you want to invoke from VSE into the text editor section.
And you should be able to invoke VSE commands while your mouse is hovering upon text editor's screen estate.


Curve not smooth after deleting more than n-3 vertices, where n is amount of every vertex in path After when I add a path, enter edit mode, and delete every vertex, except for 3 vertices, then the path is smooth:

But when I delete every vertex, except for 2 or 1 vertices, and extrude vertex 3, then the path is not smooth anymore. How can I fix this?

Thanks :)

when you delete a vertex the path order gets lower ( can't have order greater than number of vertices and the max is 6 )
so just change the spline order back to 3 or higher and it will be smooth again :


aligning top and bottom of two objects I am modelling a large building and want two objects align at the top and bottom.
I have tried scaling but this is a very cumbersome process and in the end the objects are never 100% aligned at the top and bottom. So how to align  those two objects at the same top and bottom position ?

You can use snapping options to do that.

Set snapping on and choose the closest to vertex option (under the green arrow bellow)

Enter edit mode for one of the objects
Select all the vertices
Then point your mouse to the bottom of the second object and grab G

Now position the 3D cursor to the bottom : select one of the bottom vertices, then Shift + S and cursor to selected

Back to object mode
Set the pivot to 3D cursor
Then scale S and point to the top of the second object


Sculpting on 2 joined meshes is not working as intended The problem I'm having is that when I join 2 object and make them into one and continue sculpting as a result I start getting these blobs and won't connect with previous second mesh

These were the 2 meshes that I joined (the upper rectangle one and the lower cylindric one). I intended for them to be smooth surfaces but their "geometry" is never connecting.

Let's say that you want to sculpt these two objects together:

First, apply their scale, then apply all their modifiers except Subdivision Surface that you just disable. Keep in mind that when you join objects, the last selected while keep its modifiers (and they will affect the joined meshes) while the others won't:

Join them with CtrlJ, then select all the meshes except one and go into Face > Intersect (Boolean) and in the Operator box choose Boolean > Union:

Set the origin of the object to its geometry, switch to Sculpt mode, enable Dyntopo, it works:


Grease Pencil to Video Sequencer I imported sound in video editor, cut it as needed and did animatics in sync to the sound using 2D animation tab. But when I render the same my output is a blank frame.
Possibly because I am not able to see the completed 2D animatics in the sequencer. So how do I import the same video sequencer and then I can render a FFmpeg video.

in the output properties tab (below camera) under output, you can set file format there. change encoding to h264 in mp4. make sure you enable sound.


Why normalized EXR renderings of surface Normals look different than PNG renderings? I render surface Normals using Cycles and store the results in EXR format. The values in the EXR format are within the range of [-1, 1] meaning that I cannot directly store the values in a PNG file. Here's how I read the .exr files and store store the values in a numpy array:

import OpenEXR, array, Imath
exrFile = OpenEXR.InputFile('normal.exr')
FLOAT = Imath.PixelType(Imath.PixelType.FLOAT)
(RGB) = [array.array('f', exrFile.channel(Chan, FLOAT)).tolist() for Chan in ("R", "G", "B") ]
normalNPArray = np.array(RGB)
normalNPArray = normalNPArray.reshape((3, resolution, resolution))

I normalize the values as follow and store the surface Normal as a PNG image:

normalNPArray += 1
normalNPArray /= 2
normalNPArray *= 255
normalNPArray = normalNPArray.astype(np.uint8)
im = Image.fromarray(normalNPArray.transpose(1, 2, 0), mode='RGB')
im.save('temp.png')

Here's what I get after opening the stored image:

If I simply ignore the values below zero (remove/comment the first two lines) I get the following:

However, if I directly store the surface Normal as a PNG image instead of EXR I get the following:

I wonder, how can I get a visualization that looks like the PNG rendering? How does Blender normalize the values?

It turns out Numpy does not automatically set the negative values to 0 when casting the array type to uint8. For instance, suppose I have a numpy array as follow:

array([  46.73017823, -250.31618571, -247.44416527,   97.52841554,
       -204.92988386,  191.09452493,  103.15708521,  -86.10470495,
         46.211924  , -195.30653599,  240.44499889, -169.42729244,
        210.44996545, -182.04892973, -166.20581924, -221.11524425,
        164.79367242, -199.80888341,   94.1786936 ,   43.45477102])

I was expecting that doing normalNPArray = normalNPArray.astype(np.uint8) will automatically set the negative values to 0 since uint8 does not naturally support negative values. However, casting the array as np.uint8 gives me the following:

array([ 46,   6,   9,  97,  52, 191, 103, 170,  46,  61, 240,  87, 210,
            74,  90,  35, 164,  57,  94,  43], dtype=uint8)

Doing normalNPArray[normalNPArray < 0] = 0 and then casting the array to np.uint8 will resolve the issue.


Rigging and Bone Weighting: Ignore Y Rotation (Twisting), Only Follow X & Z Rotation (Bending) Is there a way to rig/weight bones such that the mesh doesn't twist along with the bone when rotating it on its Y-axis, and only deforms when the bone rotates on its X and Z axes? In other words, the mesh only follows the bend of the joint, not the twisting?

I need this for rigging loose clothing over my character model. In the real world, one can often twist their upper arm without their upper shirt/coat sleeve following that twist. However you twist your upper arm, the clothing follows the changing direction of the bend of your elbow/forearm, without twisting (like a tuxedo sleeve). The same behavior can be applied to the lower sleeve not following the twist of your wrist or hand.

Is there a way to replicate or closely approximate this behavior in the rigging or weighting process? I need to rig a character with a larger spacesuit design, such as in this Boeing photo.

The simplest way do this is to add another bone that is a copy of the bone with twist (e.g create a forearm-notwist bone from the forearm bone). Make sure it is the same size with the same parent, location and orientation as the bone it copies.

Then add a damped track constrain to your no-twist bone, pointing to your original (e.g. forearm) bone, and change the head/tail slider to 1 (point at the tail.

If you need to you can also add copy location and copy scale constraint to the new bone, depending on what other transforms may be applied to the original.


Mirror Modifier seemingly not exact I am currently modeling a character. The face has a mirror modifier on it (not applied yet), and the eyes have been mirrored (applied) and separated, with a lattice acting on each. The lattices have basically been mirrored, (I used Scale X -1), so I know they are the same. However, I noticed the eye sockets don't appear to match up horizontally. If you look at the picture, I have created a small green box that is mirrored, and you can see the difference in the eye socket. I also added the red lines for more reference points. If you follow the red lines and the green box from left to right, you will notice that the right eye socket appears to be shifted down.

I realized that somewhere in the modeling process, the skin and eye meshes had become very, very slightly rotated. This meant that my mirroring was also rotated.


How should i bake a normal map? The one of the left is the material with the original normalmap of the material(a downloaded PBR)and the one of the right is used the normal baked by putting the color map of my texture in the displacement(I baked my normal map without checking selected to active)How should i bake a normal map ?(just for the material )

These are the textures :

In the node editor i just connetced those textures(i changed to noncolor data after i made the screenshot)

Here is the fiel:

Edited :
I achieved the desired result by baking in blender render.How I could do this in cycles ?

had this same head ache i found the following video by andrew price at blender guru helpful in his anvil series

also same process for other types of image files too eg: specular, diffuse, etc

how to bake perfect normals blender 2.79


What would be the best way to add groves to this control knob? I am learning blender for school and I need some help, I want to add groves to this control knob in the picture, but I'm not sure what would be the best way to go about it.
Should I try editing the mesh? Or should I try to construct a cutter piece?
Thanks in advance if you can help.

One easy way to do it is to use the Simple Deform modifier / Bend mode:

Create your segment:

Array it (enable the Merge option of the Array modifier):

Give it the Simple Deform modifier / Bend mode:

You can continue to work on the segment as much as you want, when you're glad with the result, apply the Array and Simple Deform modifiers (keep the Subdivision Surface if possible), merge the vertices:


When I Parent my rig, it will offset my model. Why? I am trying to rig a simple Bvh file to a basic model but Once I do the model is offset of the rig. I parent it with automatic weight. What am I doing wrong?

I found the answer, you have to parent the bvh file to the model in Rest Position.


some vertices don't follow bone chain with Spline IK I have made a complex ribbon-like structure (DNA strand), rigged it with bendy bones and made it follow an Archimedic spiral. In one strand, this worked perfectly (1st image), in the other some vertices don't follow their bones (2nd image). Deform is turned on for these bones, the weight paint is right - what else could be the problem?

It is maybe notable that I made and rigged the ribbon by duplicating a ribbon half it's length. Indeed, the same three elements of the ribbon are affected (the last three of the original ribbon).

Please note that in the above image I already adjusted the rotation of the elements to all point inwards.

EDIT: I assigned the vertex groups to the bones by hand so this is likely not the problem, I also tried user9288082's answer, to no avail. So here is the .blend file: https://www.dropbox.com/s/y5nmq0palokfs0u/vertices_dont_follow.blend?dl=0

I found the problem, thanks to this answer. It turns out the vertices in question were also controlled by a bone at the very end of the chain.

What I did:

select the mesh, go into edit mode;
select one vertex inside the problematic part of the mesh and bring up the properties bar by pressing N;
under Vertex Weights, check the names of the bones controlling this vertex, there should be one/several too many;
in Pose Mode, select the bone that should not be on that list;
in Weight Paint mode, choose "Subtract" as mode for the Weight Brush and paint over the red areas that should not be controlled by this bone.


Planar curve with width I have a planar bezier curve, this curve is in general not closed but it can intersect itself.

What I want is to give this curve a finite width in the plane of the curve. I have found many ideas about giving a curve volume or extruding out of the plane of the curve but that's not what I need.

Is there a way to achieve a finite in-plane width (as if I was drawing the curve with a thick pencil) ?

Thanks!

If I understand correctly what you want, you can achieve this easily with bevel objects.

A Bevel Object defines a section to be swept or extruded along the curve object, if you want to add simple width to the curve object just create a simple linear bevel curve and use it as bevel object in your open curve.

Control the width of the 'ribbon' by controlling the size of the bevel curve


Output two files when rendering an animation I'm working on rendering out my first 3D animation from Blender!

It is a scene that I'm rendering with a transparent sky that I'll composite in After Effects later. I'm outputting to Radiance HDR so I can do HDR toning in Photoshop. . .

So, what I've done so far is render a few frames, then save them first as a Radiance HDR and then as a PNG. I use the HDR for my image data and pull the alpha channel out of the PNG, the problem I'm having is that when I render my animation I don't have the option to output both filetypes.

Is there a way to output more than one filetype while rendering an animation?

Or maybe there is something else that I'm missing all together, thanks in advance!

Yes there is a way! The Compositor has a File Output node, of which you can have more than one! This node should allow you to save as many versions of your image as you need, at whatever stage of the compositing process, and with whichever passes you need.


How Bpy.ops.mesh differs from bmesh ops I know that Bmesh is a standalone module and bpy is an application module. But still why we have mesh related operations under bpy i.e bpy.ops.mesh , if we have bmesh? I need deep insight.

Thanks

Operators are for users, BMesh is for scripts
Pretty much all Blender's functions that you use in the UI must have their operators. This is just how Blender works. The UI is defined with Python and there must be a way to edit meshes from the UI so bpy operators exist. Mesh operators are better designed to be used by a human user. For example, they often require interactive user input. They are not designed with usage from scripts as the main goal.
BMesh is a tool for programmatically accessing Blender's internal modelling functionality. It is created for coding, flexibility, efficiency and speed of scripts manipulating meshes. When scripting and programing you usually want to do more with geometry than it would make sense for a UI user. BMesh is supposed to be for that. It is designed to access Blender's modelling functionality programmatically from a script as opposed to by a user.


Shaping Bezier objects and applying Physics collisions? Logo animation project
First part is dropping chromed tubes on a floor, let them bounce and roll a bit. The rolling stops at frame 90.

Second part is for the lighting to go dark, and the tubes emit a neon glow.
Tubes then animate shape into an outline of a frog.

The problem is that I am using Mesh Objects for the falling tubes, but cannot shape them like a Bezier Line.

Alternatively, I can shape Bezier Tubes for part 2 as I wish, but cannot apply a Collision physics to them so that they bounce and roll on the floor in part 1.

My current solution is to create part 1 until frame 90 using Mesh Tubes. For part 2 I create duplicate Bezier Tubes in the same precise orientation as the Mesh Tubes at frame 90. I then animate the Bezier Tubes to change their shapes from frame 90 to the end. Any suggestions for a better solution are welcome. Placing the Bezier Tubes is quite tedious.

A partial solution is to use >both<. First the mesh object for the bounce and roll. I put these on a layer. Second the bezier objects for the shape animations. I put these on a second layer after alignment with the mesh tubes on layer one.

Apparently you can have soft body physics on Bezier Curve Objects as detailed on the Quick Noodle Physics in Blender Tutorial Youtube Video

According to the video the trick is using a highly subdivided curve, there must be lots of actual vertex (display subdivisions are insufficient), many of the settings are ignored.

You should turn off Soft Body Goal, and tweak the parameters under Soft Body Self Collision like Ball Size and Stiffness.

Some other object set to Collision Physics type must be present at the scene for interaction.

Also see related Are curve physics possible?


Metal looks different in lookdev and render I'm using the Poliigon material converter and a texture from Poliigon.
I chose the metalness download and in lookdev it looks very good, but in the render it just looks plain and not metallic. When searching for an answer I'm pretty sure it has to do with the lighting. So I changed the HDR in render to the same studio.exr but it doesn't look any good.
What can be done?

The top one is lookdev mode with studio HDR

The bottom on is render (Cycles, 600) with studio HDR

Cycles Render View

Cycles Lookdev View

I would say you don't use the same lightning setup for render and lookdev. Render use World and Scene Lights / Lookdev Studio light.

In the file you provided I can't confirm you use studio HDR for render, also if would use the same HDR for lookdev and  render, difference will does studio lights that are not taken into lightning in lookdev.

If I (for example) disable Studio Lights and Scene World I can see Render and Lookdev in both Cycles and Eevee matchs.


Alternate mode menus in viewport by context Starting on v2.92 after 2.79. Almost zero familiarity with Blender, only occasional usage. Attempting to follow Blender EEVEE: Glass Tutorial(Refraction) tutorial.
@0:45, the author seemingly uses Ctrl-Tab to bring up a circular Pie Menu is showing Rendered, Wireframe, Solid and Material Preview options.
However when I try to do the same, my Pie Menu instead displays: Object Mode, Edit Mode, Sculpt Mode, Vertex Paint, Weight Paint and Texture Paint.
How do I make my menu match the author's menu under those workflow circumstances?

That menu that you discribed:

"Rendered," "Wireframe," "Solid," "Material Preview."

It is actually the shading menu, that appears on Z


view port edge deformation glitch in 2.9 just downloaded the 2.9 and started doing some stuff but i noticed that some wiggly zig zag glitch is happening with the viewport , all the meshes in the viewport are getting glitched in the edges , here see some pics

no such problem in wireframe

Reduced the view clip distance. This is a floating point rounding error because your view clip range is too broad - @Gorgious