What is the Blender equivalent of snapping a vacuum cleaner's attachment onto the main hose?

You can do this with my addon, Mesh Align Plus. GIF below.

Select 3 verts on your fixed destination (the vacuum cleaner), hit 'Grab Destination'
Select the corresponding verts on your hose (the thing you want to move) and manually grab (uncheck auto-grab and hit 'Grab Source')
Select the verts you want to move, and hit apply to: "Mesh Piece" (make sure 'Enable Experimental' is checked, this warns you about non-uniform scaling...apply it if you have non-uniform scaling on your object).

The selection order is very important (it is used to orient the mesh during the transformation), so make sure the corresponding verts are selected in the same order. Your targets don't need to both be within the same mesh, also (object->object, mesh->object etc. are also possible, but slightly different)

It would probably be best to describe this as a 'mate' operation, or plane/face alignment...


How can I get "borders" in Transparent BSDF?

The simplest solution is to use a Mix node to mix between a Diffuse and a Transparent shader. Set the Diffuse shader Color as required. For a less "washed out" look, tone down the Transparent color from the default white to a lightish shade of grey.

I notice that the sample provided in the question does not cast shadows on each subsequent layer. This can be achieved by adding a Light Path node to use the Is Shadow Ray to mix in an additional Transparent shader (set to pure white) so that it is invisible when determining shadows.

Taking this a stage further, we can use a single color to control the Diffuse/Transparent shaders with a Mix node to control the 'whiteness' of the transparency - this seems to give good control of the appearance without having to manually adjust the color of both shaders. Adjust the Fac of the two Mix nodes to get the desired result.

Combining multiple materials with different colors and levels of transparency (and using a Sun lamp positioned to give good contrast between adjacent faces) can produce the following result :

To further highlight the edges you can enable Freestyle (in the Render properties) and control the Freestyle Line Style in the Render Layers properties (here set to 1.5 pixel width in dark grey).


Improving / increasing the quality of line-art of SVG file (blend file included)

You can mark edges manually to render them using Freestyle.
But the 'mosaic parts' still needs to be image traced outside of Blender.

Select Edges you want drawn in Freestyle
Go Edge > Mark Freestyle Edge
enable Edge Marks in Freestyle Line Set.


Is there anyway to install blender on ubuntu without root access?

Just download the latest Blender for Linux from blender.org/download (currently 2.78c for Linux 64bit), unpack the tar.bz2 file

tar xjf blender-2.78c-linux-glibc219-x86_64.tar.bz2

and run the "blender" executable from inside the unpacked folder

cd blender-2.78c-linux-glibc219-x86_64
./blender <options>


Distance constraints between objects/vertices/edges

As you said parenting goes 1 way, but stil: you can parent an object to a vertice.
  Select 2 object.
  Go into edit mode. (This will be on the active object).
  Ctrl-p and select make vertex parent.

When creating vertex groups for the constraints, perhaps it will be a help for you to paint the groups in weight paint mode.


Is there any way to silence the reporting in the 'Info' window when deleting objects with a script?

Instead of using operator bpy.ops.object.delete(), you can try next code:

import bpy
object_to_delete = bpy.data.objects['object_name_to_delete']
bpy.data.objects.remove(object_to_delete, do_unlink=True)

In this case, you get no messages about the object's deleting.


2 = 1 Why are values I enter in Blender getting halved?

You must have accidentally set the Unit Scale property to 0.5. It can be found in the Scene tab, in the Properties Editor under Units. You should set it to 1.


Can dynamic lighting on meshes be translated onto a video clip?

If you need interactive lighting you are going to need to recreate the geometry and project the lights into it, and combine that with the video background.
Note that to successfully reconstruct the geometry with motion tracking using the video as a source, you will need to move the camera in a way that shows parallax, a stationary camera will not work. If your camera is stationary and just rotates, reconstruct the geometry using fspy and match the camera move in blender using tripod solve.
Do a search to understand how a shadow catcher works.
The light from the video will have to be recreated in blender to affect whatever objects you have in the virtual environment and have the shadows and reflections of said objects affect the virtual geometry that will work for shadows and color. So make careful notes of how the lights are set up in the real world.
Also, keep in mind that you will need to mix several passes together to pull off something that looks realistic. The interaction of light, specially indirect light (that caused by the reflection of light on the surfaces of the objects in the scene) has to be carefully examined. For example, anything that moves will change the shape and color of the shadows and reflections. Pay special attention to the shiny surfaces on the lamp, as those will have to reflect real and virtual objects at different degrees, the metal and glass will behave differently.
The ratios of the lights in the real world and those in the virtual environment have to match as closely as possible. If you have access to a real camera (not a dslr or a phone) shoot using log encoding so that you can record values as scene referred and not as display referred. Having linear information will make the integration easier and more convincing.
In short you are in for a lot of fun if you decide to do this. Know that there are no real shortcuts, a shot like this requires careful planning and attention to detail.
Suggested links:
How to get reflections from 3D to show up on real images
How can I get better results when doing camera motion tracking?
Realistic rendering of mesh together with image?
Render shadows over a transparent background in cycles
Add color to shadow catcher
Cycles: Shadeless "Shadow-catcher" Material for Rendering onto Footage


Yes, you can describe the game's behavior with logic bricks only.

Be aware some behavior is not possible to be described with pre-defined logic bricks. The custom Python controller allows you to deal with that.


How to fill an .obj and stich edges together?

If you want to "stitch" the open gaps together, try going into edit mode, selecting some vertices you want to stitch and press "F", which will connect the vertices together and create a face. Mess around with that for awhile and you should get the hang of it.


Problem is scale moves image to center but want scale to move to origin (bottom left).

Solution is scale to desired size then scale to render size and move to origin.


I dont think you need a Boolean at all, here. You can just use the holes Extra Objects > Honeycomb has given you.
If you work in the flat:

Take 2 chunks of honeycomb ( to be more non-destructive, you could work under a Mirror modifier)
E Extrude various edge-loops, something like as shown, and scale them to 0 in the appropriate dimensions to straighten them
Cut some loops in the extrusions, to make the transition  from hex to rectangle nice and even. I used the shipped Loop Tools add-on > Space to get an even distribution of vertices in the regions you want to be smoothly cylindrical.

Then you can give the sheet Simple Deform > Bend through 360, Weld to seal up the seam, Solidify for thickness, a Bevel modifier to put some glint in the edges, and smooth then out a bit...


In the material of the sphere,decrease the specular intensity.


Blender VSE - import multiple rendered PNG frames?

When you select multiple Images in the File Browser while adding an Image Strip, you will get one Image Strip which can be scrubbed along through all your frames. Make sure to set up your Project frame rate properly before.

You can de-/select all Images in a folder by pressing A. Or you can select the first, hold Shift and press the Down-Arrow until all of your Image files are selected. This works over multiple columns in the File Browser if applicable.


Well, basically if you don't define an interface for your operator, you can run your code and then press the Spacebar and search it with the name of "simple object operator" in the box that appears. When you find it, simply click it and it will run.


How are these meshes being moved up while their origins are NOT moving?

They are moving the geometry in Edit Mode.

Toggle edit mode with Tab, or select it from the header:

Select all geometry with A.

Press GZ to move the selection along the Z axis.


0 Weight Vertices still affecting deforming bones

This happens because a very small amount of weight was assigned to those vertices. The value was too small so in weight paint mode I couldn't see that properly because it was just totally blue.

So I remove the each vertex group one by one, and find the bone that making this issue and repaint to 0 weight under the neck, and now it works.


After looking at your mesh for a few minutes, I noticed the shading was a bit off.  I recalculated the normals, and texture painting worked just fine.

Here is how it is done:

Go into edit mode and select everything.  Then in the Tool Shelf go to the shading tab.

Then click the Recalculate Normals button.

After doing this Texture Paint mode should work as expected!

One other thing that might help while Texture Painting is to re-unwrap your model.  I noticed that the UV unwrapping was very messy and jumbled.  If you don't know how, look into how to mark seams for your mesh so you can unwrap the whole mesh on one UV map with minimal stretching.  That will allow for less visible seams and a smoother workflow while painting.

I hope this helps!


The reason you can't select other objects is because you are in Edit Mode.
The reason for the orange outlines is likely due to having entered edit mode (↹ Tab) while all objects were selected (A):

While in edit mode, you can edit the mesh of the Active object, but cannot move any other objects. To select a different active object for editing, you'll have to first toggle back to Object Mode (↹ Tab) before clicking an object with  RMB.

Also see the blender manual.


How to link a text object body to the edge length of another object with Python?

Dolf Veenvliet already dit it several years ago!
Thank you to Duarte who provided the link.

The Caliper Blender Addon

The script


Why doesn't Blender render from video editor according to settings?

It seems that the issue was that I had a different scene open in the Video Editing view vs. the Default view. So, when I edited the render settings in the Default view, and then started the render from the Video Editing view, it was rendering a different scene with different settings.


How do I show a "model" in a movie just like it is actually in the movie?

I did not have your movie, so I substituted a brick image. I was able to achieve this result:

As you can see, it is not transparent at all, and nor is the brick background weird. I used this RenderLayer node setup:

Note the values in the Alpha Over node, which I changed to 0 and 1. The 0.527 for the Fac: value would have made your model transparent. The Premul: value could have led to the background distortions. Also note that I checked Transparent in the Properties panel > Render tab > Film dropdown. The modified Film dropdown should look like this:

Here is a modified .blend file. You will have to substitute your video back in to the RenderLayer node setup, though.


How do I add an Fcurve Noise modifier with Python?

Using API methods takes away the need for context

Inserting a keyframe on a node, adds an fcurve to the scene nodetree action.

From the datapath, find the fcurve and add a new modifier of type 'NOISE' and set the appropriate settings.

For example

def execute(self, context):
    sc = context.scene
    tree = sc.node_tree

    gamma_node = tree.nodes.new(type="CompositorNodeGamma")
    gamma_node.inputs[1].default_value = 2
    gamma_node.inputs[1].keyframe_insert("default_value", frame= 30)
    gamma_node.select = True
    # datapath of newly added node
    data_path = f'nodes["{gamma_node.name}"].inputs[1].default_value'
    fcurves = tree.animation_data.action.fcurves
    # find the fcurve (should be there)
    fc = fcurves.find(data_path)
    if fc:
        # add the modifier and set props
        nm = fc.modifiers.new('NOISE')
        nm.strength = 2
        nm.depth = 1

    return {'FINISHED'}

Code assumes using python >= 3.6 with fstrings, else use older string formatting eg

data_path = 'nodes["%s"].inputs[1].default_value' % gamma_node.name

  For future reference, how would I find the Data path?

Two useful methods for this, firstly path_from_id(property)  See how it is similar to keyframe insert.  Some python console test code.  Autocomplete on the opening brace gives a run down

>>> C.scene.node_tree.nodes['Gamma'].inputs[1].path_from_id(
path_from_id(property="")
.. method:: path_from_id(property="")
Returns the data path from the ID to this object (string).
:arg property: Optional property name which can be used if the path is
   to a property of this object.
:type property: string
:return: The path from :class:`bpy.types.bpy_struct.id_data`
   to this struct and property (when given).
:rtype: str

The result

>>> C.scene.node_tree.nodes['Gamma'].inputs[1].path_from_id("default_value")
'nodes["Gamma"].inputs[1].default_value'

The id object the path is referenced from

>>> C.scene.node_tree.nodes['Gamma'].inputs[1].id_data
bpy.data.scenes['Scene'].node_tree

>>>

Hence the action is on the node tree, and adding the datapath gives us the property keyframed or driven.


How to properly place Geometry in Geometry Node

if the answer to my comment is "yes"...here is the solution for geometry nodes:
just add a transform node before the boolean operator and connect the translation to your group input node. Of course, if you need rotation too you can connect them as well.


Transform manipulator is no longer in center of selection

Ah yes, an easy fix.

To fix this problem click the small button on the bottom of the screen, in your case it should look like this:

Click on the button and click the default, "Median point"

Your manipulator should be fixed then.


I'd like to speed up an animation, Changing FPS doesn't do anything

If the problem is just your animation speed in the viewport, your computer might be lagging. You can fix this by changing your Playback Sync setting from No Sync to Frame Dropping at the bottom of your screen:


How do I fix the placement of these bones?

It's because your D_Hand_L bone has a Copy Rotation constraint with a Space > World Space <-> World Space while it should be Local Space <-> Local Space. It was dependent of the rotation of the other bone in the Global Space so it was rotating a bit as soon as you entered in Pose mode.


If you want to smooth out the whole mesh you can do it by clicking on the mesh, going into the modifiers tab, adding a Subsurface modifier and increase it's value from 1.

On the other hand if you only want to make a certain area smoother I know a couple of other options:

1) In object mode select the mesh, go into Edit Mode, click 2 to use edge selection, select the edges than you want to smooth, press CTRL+B to apply a bevel to them.

2)In object mode select the mesh, go into Edit Mode, press 3 to enable face selection, select the faces you want to smooth, press W to bring up the Specials tab, select subdivide, press 1 to enable vertex selection, press W again and click smooth.

Of these 2 options it's probably best to use the first one to keep better topology.


Rounded Ends (or caps) on Biezer Curve Pipe

Make 2 bend curve as seen in the image.
Make a small circle curve.
In Object mode select the bend curve and go to curve tab at the right hand.
In the Geometry panel under Bevel Object select the circle.

As soon as you click the circle you will get the tube shape. If you scale the circle you will find the tube getting thicker and thicker.

If you want to fill the caps of the tube:

In the Geometry panel under the Bevel Factor choose Fill caps.
If you check on the caps the opening will be closed and if you uncheck it the opening will be open.


As far as I know you will probably have to use Node materials for this, I don't think there is any backface-culling options in Blender Internal Render by default, only through node materials.

Active node materials for your Blue Material, add the Blue Material to the default Material node from the dropdown menu.

Now add a new Input > Geometry node and use the Front/Back socket to control the transparency of the material by connecting it to the Alpha socket of the Output node


Moving Object Origin but not the Object itself

Affect Only Orign checkbox is on Sidebar > Tool tab > Options > Transform


how to search in a list of 2d points for a specific 2d point

A KDTree is a structure for fast comparison/search based on 3D coordinates (more information here).
In your context, you can create a KDTree from the uvs of the first object (translating 2d coordinates into 3d for the KDTree).
Then loop over the uvs of the second and query the KDTree using find (or find_n, find_range depending on what you exactly need).
find will return a tuple of (coordinate, index, distance) of the vertex that is found.
The script.
import bpy
import time
from mathutils import Vector, kdtree

def make_kd_from_uvs(uvs):
    #Create a kd tree
    size = len(uvs)
    kd = kdtree.KDTree(size)
    #Populate it
    for i, uv in enumerate(uvs):
        kd.insert(uv.uv.to_3d(), i) #With 3d coordinates
    #Prepare for querying
    kd.balance()
    return kd

def loop_to_vertex_map(obj):
    #Create an array of loop indices to vertex indices
    polygons = obj.data.polygons
    return [v for p in polygons for v in p.vertices]

def compare_kd(obj1, uv_name1, obj2, uv_name2):
    #Get uvs for each
    uvs1 = obj1.data.uv_layers[uv_name1].data
    uvs2 = obj1.data.uv_layers[uv_name2].data

    #Get maps to look up from loop indices to vertex indices
    map1 = loop_to_vertex_map(obj1)
    map2 = loop_to_vertex_map(obj2)

    #Make a kd tree from the first
    kd = make_kd_from_uvs(uvs1)

    #Loop over the second
    for index2, uv2 in enumerate(uvs2):
        co2 = uv2.uv.to_3d() #With 3d coordinates
        #Query the kd tree
        co1, index1, distance = kd.find(co2)
        uv1 = uvs1[index1]

        v1 = obj1.data.vertices[map1[index1]]
        v2 = obj2.data.vertices[map2[index2]]

        #print(v1.co, v2.co)
        #print(uv1.uv, uv2.uv)

obj1 = bpy.data.objects["Cube"]
obj2 = bpy.data.objects["Cube.001"]

start = time.time()
compare_kd(obj1, "UVMap", obj2, "UVMap")
end = time.time()
print(end-start)


Using Renderlayers
Position your masking objects on a separate layer. (In my case layer 2.)

Go to the Properties > Renderlayers Tab. Set the Mask Layer to the layer, which contains the mask objects. Note that you have to have the layers switched on in the scene for them to be included in the render.

Rendering this setup results in the following. The mask object renders as transparent.

If you do not wish the object to have a shadow, set it to a transparent material or turn off cast shadows.
Using the Material Setup
Cycles
Set the material to holdout.

Internal
Check Transparent, use Mask mode and set Alpha to 0.0. Disable Cast Shadows.


How to avoid gradient banding while using a video sequence editor?

Sadly, there isn't enough information in your post to provide you with a conclusive answer. However, the following should help to illuminate some of your issues.

Background

When you are rendering to a codec, the codec shifts the color encoding scheme from RGB to another format typically. In most instances this is a YCbCr schema, which provides one channel for luminance, and two channels to describe the color, or chromaticity, of the pixel value.

Most codecs are designed for low bandwidth and small file sizes. In order to achieve this, they will compress and scale portions of the data to make the result fit into the designed constraints. Within the realm of YCbCr, our visual systems have learned to pay more attention to luminance over chrominance. In codecs where data size is an issue, engineers leverage this perceptual trick and more greatly compress the chrominance, or the Cb and Cr planes, as compared to the luminance plane, or Y.

Knowing that typically all three planes are compressed in a codec, and coupling that with understanding that the Cb and Cr planes are even more greatly compressed, we can begin to understand why posterization occurs in encoded formats. The more greatly compressed the stream, the greater degree of posterization.

Ultimately, even when given a well encoded RGB image at eight bits per channel, an encoded motion picture format will more often than not degrade this acceptable level of encoding to a point where it may be unacceptable given some contexts. Gradients are one example that will exacerbate this phenomena.

So how to avoid posterization? The most ideal way is to encode to an uncompressed RGB display referred still image format, and then leverage an external encoding tool that permits you to control the YCbCr stream details. With a decent set of encoding parameters including bitrate and compression level, you should be able to pull the posterization into acceptable levels for eight bit motion picture presentations.

Enough of that, what damn codec?

So even if someone is telling you to try a "lossless" encode, while it will try to maintain accuracy, will still include a conversion to YCbCr and likely some scaling at the very least, which will not be lossless when comparing to the source RGB format. If you use a codec that remains in the RGB domain, you are avoiding one transformation, but even then, you will be likely quantizing your image.

Remember too that not all codecs may be decoded at all or correctly when your content arrives at the destination you choose, so use caution. This includes middle layer services such as YouTube, Vimeo, etc., that will more than likely re-encode your material yet again, subject to another entire set of mistakes and encoding problems.

With the above caveats, the following options direct out of Blender will likely be closer to what you were hoping:

HuffYUV. HuffYUV can deliver both YCbCr and RGB formats. I actually patched this portion of the code to remain in the RGB domain and as such, it will be closer to what you are seeing in the 8 bit display buffer output from Blender.
FFv1 will be a lossless encode, with the above caveats of YCbCr transforms and quantization. Test to be sure.
H264 lossless should be a losseless encode, with the above caveats of YCbCr transforms and quantization. Test to be sure.

If anyone would like help on how to test if an encode went correctly, it would be useful if a new question was posted. This would allow for a proper response.


Setting UV's of a mesh with an array of vertex coordinates

Does the order of UVs in your array match the order of vertices in the mesh? If so, for every loop you assign it's uv based on the its vertex index.
ob.data.uv_layers.active.data[loop.index].uv =( data[loop.vertex_index][0],  data[loop.vertex_index][1])
To clarify, as far as I remember, each face has a loop per vertex - this allows you to have multiple normals/uvs per vertex. In your case you only need a single uv per vertex, which can be achieved by setting the same uv value to each loop that corresponds to the same vertex.
Answer based on Get/Set coordinates for UV vertices using Python


Morphing between two different curves or meshes via shapekeys

I see your question has been answered already, and you probably no longer need help with this issue, but you (and others) may want to know that there is a very efficient way to create text like that in your reference image.

(The following instructions assume your text reads from the Top View)

Give the Curve or Text object some thickness

If it is a Text object, this can be done in the Text Context. Look for the Extrude slider.

If it's already a mesh, that's okay too - just Extrude E in Edit Mode. The point of giving it some volume is so that it will register with the Remesh Modifier.

You'll want the Object Origin to be in the center of the text. You can do this while it's a Text object by center-aligning and Y-offsetting the text, or re-set the Origin after converting to a mesh ShiftCtrlAltC.

Convert to Mesh

AltC

Add a Remesh Modifier

We need the text to deform evenly, and this quick retopology method will do just fine.

(Thanks to kaiware-daikon for these settings)

Apply the Remesh Modifier.

Re-flatten it

We don't need it to have volume anymore now that the retopo is done. You can delete the bottom vertices. From the Front View, Box Select B and Delete X.

Then flatten all the remaining verts back to 0 on the Z axis. (Found in the Transform Panel N)

Add an Empty

World Coordinates should be as follows:
X:0
Y:0
Z:-0.5

We will use this in a moment.

Add a Cast Modifier

This Modifier can distort spherically or circularly. Here are the settings:

The End Result

(Animated example)


Why do my particles disappear when changing their physics to 'None'?

Okay, so I fixed it by myself, just by deleting previous object 'sphere' and creating new one. Here are the settings which work good:

So I don't know why it wasn't working with previous object, but the solution is to replace it with a new one :)


Looks like you activated the clipping region function by mistake. Just press Alt+B to "fix" it.


Reflection of transparent object is visible

Visibility settings in the Outliner (the little 'eye' and 'camera' icons) can be keyframed by pressing 'I' on them, so you can make your object appear at a certain frame of the animation.


pink texture on imported model. How to re-link the texture?

If you look at the file paths they are most likely not relative in the original blender file hence they wont be found. The way the blender file was packaged probably wasnt correct.


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


Viewport orientation is not the same thing as camera orientation. When you render, your viewport orientation is always ignored in favor of your camera orientation. Also, while you can have more than one camera in a scene, only one can be "active" at any time, and only the "active" one renders.  "Active" is not the same thing as "selected," since you can select a camera without activating it. If you look at the camera itself, from within the 3D View, you will see a small triangle on its front side, revealing its "Up" vector. This will be filled in black if the camera happens to be active, and not filled in at all if it is not active. This becomes a quick, visual way to know. If you look in the Outliner window for any camera, and uncollapse its children nodes, and click on the item indicated by the green camera icon, which appears directly beneath the original version you first clicked on, this will activate that camera. Once activated, hit Ctrl-Numpad0, and your viewport orientation will switch to that of this newly activated camera. If you render now, you will see a rendered shot consistent with that of your current view. Though it won't be exactly identical in any case, and I understand that this is normal behavior.


here is a messy node setup that  could be turned into one  python node "I'll try to do that " :
this is the node setup

this is the node-group

the object index in the node-group should be that of the "object of interest", also the is object is unwrapped before.

finally here is a quick simple render :

*the UV and ID outputs of the node group are only added to ease hooking up more nodes sequentially


Script access to tangent and bitangent, per face: how?

You access tangents and bitangents from MeshLoops:

import bpy
me = bpy.context.active_object.data

# tangents have to be pre-calculated
# this will also calculate loop normal
me.calc_tangents()

# loop faces
for face in me.polygons:
    # loop over face loop
    for vert in [me.loops[i] for i in face.loop_indices]:
        tangent = vert.tangent
        normal = vert.normal
        bitangent = vert.bitangent_sign * normal.cross(tangent)

To get tangent and bitangent of some face you need to average tangents and bitangents of every vertex in that face loop.


Try to export as json, blender throws this error: AttributeErrpr: 'Image' object has no attribute 'file_path_from_user'

You need to update your version of blender. The image.filepath_from_user() was added to blender in 2.70 and you are using 2.69

This answer appears to include an up to date source for blender.

If you are using steam you can also install blender from there.


Display series of 2D squares using GPU Shader Module

Problem with your code is that when handler is called and it's callback method draw is called, for that draw method k will be len(Seq_viridis)-1 means pointing to last element.
When script is executed, blender pauses and after completion of execution blender resumes.
Now after your script is executed k is pointing to last element.
What i did is dynamically created draw functions for each square. Look here for More info on dynamic creation of functions.
I used method of storing handlers on some blender class for management of handlers in development process.

For the better management(removing/adding) of handlers look here

Also added control for x and y axis of square
import bgl
import bpy
import gpu
from gpu_extras.batch import batch_for_shader

# my color palette:
Seq_viridis = [(68,1,84), (69,16,97), (70,31,110), (71,44,122), (67,58,128), (62,71,134), (58,83,139), (53,94,140), (47,106,141), (43,116,142), (39,127,142), (35,139,141), (34,149,139), (36,159,135), (38,168,131), (48,178,124), (69,188,112), (88,198,101), (112,205,87), (138,212,70), (165,219,53), (192,223,47), (223,227,42), (253,231,37)]

n = len(Seq_viridis)                                            # This section is for handling
                                                                # draw handlers in developemnt process
try:                                                            #
    for i in bpy.context.scene.my_handlers:                     # I'm using method of storing list of handler
        bpy.types.SpaceView3D.draw_handler_remove(i,'WINDOW')   # on some kind blender class i.e, bpy.types.Scene.my_handlers = []
except:                                                         # Or you can use driver namespace.
    pass                                                        # Check  below link for reference
#https://blender.stackexchange.com/questions/75612/how-do-you-remove-a-draw-handler-after-its-been-added

# Convert a rgb color (123, 45, 234) to a rgbaf (0.123, 0.06, 0.12, 1)
def rgb_to_rgbaf(_rgb):
    _rgbaf = tuple(ti/255 for ti in _rgb) + (1,)
    return _rgbaf

def bindFunction1(k,vertices,indices):
    name = f"func{k}"
    shader = gpu.shader.from_builtin('2D_UNIFORM_COLOR')
    batch = batch_for_shader(shader, 'TRIS', {"pos": vertices}, indices=indices)

    def draw():
        shader.bind()
        shader.uniform_float("color", rgb_to_rgbaf(Seq_viridis[k]))
        batch.draw(shader)
    draw.__name__ = name
    return draw

def Display2D_LUT(pos_dim = (100, 100, 10, 25)):
    # Get Palette
    n_elements = len(Seq_viridis)

    # Origin and aspect of the LUT
    x_orig = pos_dim[0]
    y_orig = pos_dim[1]
    x_size = pos_dim[2]
    y_size = pos_dim[3]

    for k in range(0, n_elements):
        vertices = (
        (x_orig, y_orig+k*y_size), (x_orig+x_size, y_orig+k*y_size),
        (x_orig, y_orig+y_size+k*y_size), (x_orig+x_size, y_orig+y_size+k*y_size))

        indices = ((0, 1, 2), (2, 1, 3))

        new_func = bindFunction1(k,vertices,indices)

        handler = bpy.types.SpaceView3D.draw_handler_add(new_func, (), 'WINDOW', 'POST_PIXEL')
        bpy.context.scene.my_handlers.append(handler)

bpy.types.Scene.my_handlers = [] #this line for development purpose only.
Display2D_LUT()

Please mark accepted if this solves your problem. : )


Scaling multiple rings on cylinder to the same size

I assume you mean edge loops and not edge rings because edge loops are selected on your screenshot.

It's possible to scale edge loops one by one to the size of desired loop or to recreate them from scratch.

Scale edge loops

Activate Snap During Transform tool. Set Type of Element to Snap to Vertex and choose Closest.
Select one of edge loops of the mesh (hold Alt while clicking RMB on them).
If object is oriented along Global axes, as by default, press S to activate Scale tool, and with pressing Shift+Z restrict scaling only to 2 axes (X and Y).

3.1. If the object was rotated and is not oriented along global axes (X Y Z), then you can align view to the face perpendicular to the edge being edited or create custom transform orientation. Depending on the method choosed you'll need to change transform orientation either to View or to custom one and lock not global rather than View / custom axes.
Hover mouse cursor over vertex of the edge loop serving as loop with desired scale. Once selected edge loop is scaled as desired click with LMB / press Enter to confirm.

Recreate edge loops

There are many ways to do that (one is to dissolve them one by one), the fastest one would be to select all the edge loops, delete faces and use Bridge Edge Loops to connect the remained ones.


Why can I see through a box in blender game engine?

The normal (1) of the invisible face points in the wrong direction you can fix that by selecting the face and Ctrl-N.

You can verfiy this by displaying the normals (2)
Alternatively you could disable Backface Culling in the material's Game Settings (3).


How to mask animated objects so they aren't visible past a certain area?

There are a good many ways of doing this, but here are a few:

Mask editor

In the UV image editor, set the mode to Mask and press New:

Press ⇧ ShiftA>Circle to add a circle mask, the position it with G:

Use the mask to control the alpha over factor in the compositor:

You could even feather or blur the mask to make the objects fade out instead of disappearing abruptly.

Object/material id mask

You could also use the circle object in the 3D view to do this, using ID masks (see my answer here).

Note that this will only work if you have the circle object visible in the render and filled with a face, or use multiple renderlayers.

Holdout material:

If you want to replace part of a scene with transparency, you can use an object with a holdout shader to make that object render as alpha transparency:

Boolean modifier

This is probably not a good option in this case, but this can be useful when you need to "mask" whole objects:

Collision object

If the object is in a particle system, you can use a sphere with collision physics, set to kill particles:

No particles will be able to escape the sphere.


How to cut out a box from within a larger box by all faces of the inside box?

I can think of a few solutions, but the booleans and extrude came to my mind first. I would do it like this:
insect face -> extrude -> add edge -> delete faces -> cap the inner box with face -> cap the outer box -> dissolve edges after insect -> box inside of a box!


Work on model's topology

Freestyle takes also in account the topological features of each edge to determine whether or not it belongs to one of the Line set category (and so if it should be drawn).

You must ensure to provide to the software a model that could be interpreded the way you want.

Starting from a similar situation:

There are several different ways you can follow to model a similar object. In this case, for example, I choose to make room for the duplicating geometry by deleting the faces, duplicating the geometry and snapping it to the holeìs border.

Now the geometry is in-place, but is not connected. Remove doubles operator is capable of joining the vertices (so relateded edges too) withing a given threshold.

Results:

Another possible solution for this specific situation could be to leave intact the stick and just overlay a disconnected copy of the geometry.

You must avoid overlapping faces (overlapping edges shouldn't represent a big issue in this case) so you should duplicate only the selection shown in the images beleow:

Note: all "default" Frestyle line set style settings had been used in this demonstration apart from the Crease angle that hase been increased to 150°.


Lamp visible in solid shading, but not in rendered mode

Strength 18 for cycles spot lamp is to low. Try to increase this value up to 1000 or more


Flat vs smooth shading in photo-realism and glossy shaders

The answer given by @R.M is the way to go to achieve a photo-realistic result, but it requires to modify your mesh.
If you can't afford to slightly change your geometry, another solution exists: auto-smoothing.

Set your whole mesh as smooth shaded and go to the properties panel.
Under the category object data / normals you will find the option Auto Smooth. Turn it on and tweak the angle to your liking. This will automatically set the faces above this angle threshold as flat and the others as smooth.

Here is a simple example with a cylinder:

Quick render with smooth shading, notice the unwanted behaviour near the top and bottom faces.

Quick render with auto smooth activated. The top and bottom faces are flat shaded while the other are smoothed.


Changing stereoscopic render output to "SIDEBYSIDE" with python

That can be set with bpy.context.scene.render.image_settings.stereo_3d_format.display_mode = 'SIDEBYSIDE' = 'SIDEBYSIDE'.

You can set other properties there too, like ...stereo_3d_format.use_sidebyside_crosseyed.

For more options, see the Stereo3dDisplay API documentation.


How do I measure the distance between two UV vertices?

I don't believe there is any true way to measure the distance between two vertices in the uv image editor, but there is a fairly simple workaround.

Finding the (x,y) distance between two points

With your mesh unwrapped and the UV/image editor open, open the properties panel within the editor via n. At the top there will be what is called "UV vertex". Once you select a vertex it will tell you the coordinates of the vertex.

 Okay, now the hard part. After finding the coordinates of the second vertex use the distance formula, which is:
√ (x2−x1)2+(y2−y1)2

 This online distance caculator should make things easier.

Duplicating a UV island

In 3D View
First and foremost you must select the desired UV island, like so:
1. Enter edit mode TAB
2. Put select mode on "face" CTRL+TAB
3. Hover mouse over the desired UV island and press L.
4. Hit Shift+D
      In UV/Image Editor
Whatever you copy and paste in 3-D view should appear in the image editor.

References

How to select a UV island?


Duplicating an object but when you move it. it distorts

Your problem seems to be the following one:

If you duplicate an object that has an armature, you should also duplicate the armature, otherwise it will still be influenced by the original armature, because by default it is still parented to it.

On the center of my picture, my original object + armature. On the left, copied with the armature, it's not influenced anymore by the original armature but by the copied one. On the right, copied without the armature, it's still parented to the original armature.

So you need either to copy object + armature or to unparent.


Round edged-curved mesh from CAD-Program

You can smooth the model by going to Mesh -> shade smooth in Object mode or selecting faces in Edit mode and choosing Face -> shade smooth.

However, as others have pointed out, you seem to have some redundant edges (edges that do not change the shape of the model). Even if they change the shape slightly, it is not noticeable. You can remove every other edge by selecting the edge ring (select an edge, hold CTRL + ALT, and select a parallel edge) and choosing Select
 -> Checker Deselect. I think which edges are deselected is based on the active edge (the last edge you select), so if you would prefer the compliment edges were deselected, undo and shift-select any edge in the edge ring you want to be deselected before running it again. When you have the edges you want to delete selected...delete them.

Fun fact: changing the settings for Checker Deselect will allow you to deselect every Nth edge, N being whatever number you like; third edge, fourth edge, etc.


Solidify modifier was inverted.
SHIFT + N in edit mode while everything selected fixed the problem.
thx @Gorgious


There is a addon which does this. It works on both meshes and curves, and has many options for coloring and shading.

Here's a setup which will output flat shaded faces with the diffuse color of your materials (click for larger image):

In cycles the viewport color is actually the diffuse color, which is used by the addon.
For flat shading be sure to turn off most of the effects and variations, as shown in the screenshot
Once everything is set, click export to export the viewport as a SVG.

The result is shown in inkscape on the left.


How to prevent particles from going where I don’t want them to?

This is mostly because there are gaps between the cylinders and the curved meshes. Also, you should probably apply the solidify modifiers you are using.

Normally, what I would do is duplicate all the enclosing meshes and use parts of these to make one collision object to keep the particles in but a quicker way is to just use planes and block off these gaps. Planes are rather thin however and not very good collision objects, you should join these together into one object to create a boxlike enclosure.

Make sure the planes intersect the other meshes slightly so that there are absolutely no gaps left for the particles to escape. To make ones for the cylinders as tight as possible, just duplicate the tops, separate it and scale it outwards.

If you have the time, a much better collision object would be something in the shape of your actual model(s) to make sure that the space inside is as closed as possible.


If you render an animation, you might achieve what you want by having two instances of Blender running. One renders with CPU, the other with GPU. Both use the same file and the same folder to render the image sequence.

You can tell blender in the Output panel to create placeholders and to not overwrite existing files. Placeholder creates an empty file when the rendering of a frame starts and disabling Overwrite tells Blender to leave this particular frame in peace if it already exists. This is the simplest approach to creating a render farm.

I must admit that my best graphics card is too old to test this approach myself. If it works, you might also want to check temperatures and render for a few hours before you leave the equipment unattended. Everything at your own risk.

If you want to render a single image, you can set a different seed in the Sampling panel and render for example 2000 samples with the CPU and 4000 with the GPU and overlay both images in the compositor.


Why do the objects in this rigid body simulation rotate too slowly?

Your pins are scaled to 0.144. Seems like the simulation doesn't like that. Apply the scale with CtrlA and you should be fine.


I'm not entirely sure, but I can say 2 possibilities from top of my head.

One, there are curves somewhere in this model. They cannot be joined to the mesh as-is. So he converts them.

Another one, which I probably see somewhere around 6:00, is that he wants to apply his array and mirror modifiers, but cannot, because modifiers cannot be applied to multi-user mesh (if you try clicking "Apply" it will give a warning). But the trick with Alt+C -> "to mesh" does it by applying this modifier to mesh data. Note that all the objects having this data will now look different, so pay attention to all of them. I have a feeling that it was made as a safety measure, so you would not accidentally ruin all the objects having the same data by applying a modifier to one of them (because objects may have the same mesh data and different modifiers).

Clarification of multi-user data

I have a cube in the center, called cube_1. I have created the one on the left by duplicating it with alt+D (it's cube_2), and the one on the right with Ctrl+D (cube_3). If you take a look at Object Data tab, you can see that cube_1 and cube_2 have the same mesh data called "Cube", while cube_3 has a different one, called "Cube.001". Also, notice a "2" near "Cube"? That means that this mesh data has two users, which are objects cube_1 and cube_2.

When you try modifying cube_1 or cube_2 in Edit mode, they will both get modified, because you change their shared mesh data. Obviously, cube_3 has a separate mesh data "Cube.001", and modifying it will not affect two other cubes.

Now, let's focus on the first two cubes sharing the mesh data. I'll add array modifier to one of them an bevel modifier to another.

One thing to note is that a modifier, while it stays in the modifier stack, does not change the mesh data. So, even though these objects look different because of modifiers, they still have the same mesh data. If you go to edit mode, you will see the same simple cube as it was.

Now, if you try to apply a modifier by clicking "Apply" button (in Object mode, Blender disallows applying modifiers in Edit mode), it gives a warning that it cannot be applied to multi-user data. When you click the "Apply" button, you basically tell Blender to make what you see as a result of a modifier into an actual mesh data. But this same mesh data is shared by another object, and this would cause it to immediately change its shape too, depending on the modifier you applied. This could be dangerous, because it may change other objects with the same mesh data unexpectedly and ruin your scene. So, Blender avoids doing that to multi-user data.

Alt+C is more like a dirty workaround to me. It forces all the modifiers on the selected object to be applied, regardless of mesh data being shared by others. Here I did it to the left cube.

See that the right one with array modifier changed shape? That is because the mesh data is different now, as shown here:


Someone may come along and correct me.. but I think this is impossible with Shape Keys.

Using Shape Keys, whatever the interpolation between vertex positions, the route from one to another is essentially a translation. The route that would preserve inter-vertex length has a large rotational component. The vertices have to travel along an arc around the right (possibly moving) center, not a straight line, or a curve not based on that center.

You could approximate that by using something like @moonboots' solution, and setting up a large number of linearly interpolated shape keys, (ultimately achieving a match by having one shape key per frame).


From your description I guess what you're getting is the strokes on the left and what you want is the strokes on the right.

To get that make sure that the fallout is set to smooth or something similar


Add a transparent image on top of a material [duplicate 2]

UPDATED
I totally misunderstood your problem in my first answer so here is an update.
Your problem wasnt the transparency obviously, but the UV map itself.
As I checked your file (ninja28) It was like having two UV maps one over each other or maybe just overlaps on the same channel. I dont know what caused this, but if you did a remapping (even by using the mapping node or unwrapping the mesh again - I did both) it should work fine.

And Here is your (edited) file:


In the first example, you tell the open function to ignore errors with open(..., 'ignore') . If a file is not found, it will have the behavior that you mentioned:

TypeError: an integer is required (got type str)

Also, the U mode is deprecated, so you probably shouldn't be using it.

A reasonable possibility is that where you are running it in Blender, the current working directory is different than what you think it is. Try printing out the result of os.getcwd() and os.listdir() like so:

import os

print(os.getcwd())   # current directory
print(os.listdir())  # files in current directory


My STL format export is only 1KB in size? Any idea what went wrong?

When exporting to stl format in blender make sure to select your objects, or it will export an empty object instead.

The .stl file on windows system will be recognized as a "Certificate Trust List" so instead of double click to open it , RMB and choose open with then your software


There are two ways you could go about this:

Animate Emission Strength (This is the better option)
Using an Animated Texture

Hover of the strength of your emission shader and press I. Then skip a couple of frames and make strength 0 and again press I. Keep on doing this and adjust as you wish to get the wanted result.
The texture could be made inside Blender using the compositor or in Photoshop (requires you to do it frame by frame).


Problem in importing .svg files to blender

Have you tried these things? They are the most basic things you'd want to do in InkScape prior to importing to Blender:

Convert all strokes/fonts into path objects.
Delete everything that's not part of your actual art, eg. invisible boxes and unnecessary layers.
Merge your path objects with boolean as much as possible.

Edit: A nice video on the subject, that explains some quirks you might run into: https://www.youtube.com/watch?v=ctwiT8LYjVQ


How can I add another animation to what I've already done?

Make sure you watch a tutorial for the version of blender you are using, 2.8+ changed up a lot and older tutorials might not work right or be hard to follow. Also when you do get your sim working you should be able to keyframe certain aspects of your fire+smoke emitter to make it look like it catches rather than constantly burning.


How can I make a hollow cylinder faces to be smooth but not rounded just smooth?

Smooth shading works by averaging the angle between two faces/edes/vertecies. This allows for smooth looks while keeping geometry low.

There are multiple ways to retain sharpness in a model:

Adding an edge split modifier. This will add additional geometry to mark edges sharp that are above a certain angle
Clicking on the "Vertex" tab on the right hand menu (it looks like a little updside-down triangle) You'll find an option to hit "Auto Smooth". This doesn't add any additional geometry and is my recommended way of going about this.
If you don't want to go with either of the two previous options then you can add a bevel modifier set to 0 width. This doesn't make a lot of sense and performs the same function as the edge split modifier.
You can mark individual geometry as "Sharp" by hitting CTRL + E and selecting "Mark Sharp"


The Blender DXF importer does not work well for 3d objects. I would suggest that you either download a sketchup file and convert it into a format that Blender can import or alternatively, use the Blender-OSM addon. Info should be exactly the same as Cadmapper also uses OSM data.


When rotating, objects jump around the screen


How can i randomize the position of particles even more?

Attach a Voronoi or Noise Texture.  Affect the pattern of particles by selecting Influence Density TRUE.

The texture in the particles system

Modify to suit your artistic goal.


In my opinion it seems rather good, I would say 3 things:

For the face, the classic topology includes the bottom of the nose and the mouth within the same edge loops circle, it makes the modeling and the animation easier, but if your face works as it is, do you really need that?
You have 4 vertical rows of faces going from neck to pubis, that seem useless, you could simplify that with one of these two methods.
To animate and have a nice bend, you'll probably need to add some edge loops where the bend will happen, for example around the elbow.


How to match material properties to physical reality?

Here's a wonderful tutorial by Blender Guru for making a completely accurate metallic shader. I would follow his tutorial, and use this list of colors to set up your gold. Metal in real life has different colors on the edges facing away from you than the ones facing you, so this tutorial and data-table should describe how to set it all up. This approach may also be simpler than trying to interpret the graphs and curves you are currently having problems with. It's kind of a workaround, but I hope it helps! Cheers,
Graves Broderick


Snapping vertex with edge slide but cannot be parallel to snapped vertex

In the general case where you're looking for closest point to an arbitrary vertex from an arbitrarily rotated edge I'm not aware of a faster method, and you may have to use TinyCad to do some edge intersection projection - but, that said, here is my best attempt to make it quicker:
Starting from this point and attempting to make the highlighted vertex slide along its edge and intersect with the notional plane extending along the Y axis from the floating edge behind it:

Extrude a temporary face from the rear edge until it intersects the target edge:

Set snapping options to Face snap:

Perform a vertex slide on the target vertex and snap to the face:

Delete the temporary construction geometry, and confirm that the vertex is now in the intended position:
[
Obviously this is several steps, so it may take quite a while for many vertices, but if all of the snap target is a single section you could probably extrude it all at once, and possibly then separate the new geometry to a separate object to make it easier to delete later.  Then it's just a matter of selecting each vertex or group of vertices in turn.  Vertex slide will work on multiple, but snap will typically fail on groups and does in this example, so you need to select and snap move them individually.


Material disappears while object is deselected

From the screenshots it appears you're seeing the OpenGL masking effect.

The pink container's outer walls are semmi transparent and masking the portion of gray plate that's behind it.

Parent the outer container to the gray plate then unparent it again.  (child = pink container)

If that doesn't fix it, try ticking/unticking both objects' "Transparency" box. That's in the properties (cube icon) at right, way down to the "Display" tab.


With makehuman textures, you can simply use the principled node and feed the image texture to color and subsurface scattering inputs.

To provide bump detail, duplicate the texture with Ctrl+Shift+D (this keeps it connected to the mapping node), and add a color ramp to create a greyscale image to feed into a bump node.

An example of a simple setup could be something like the following:

Click to enlarge

This produced the following result from a makehuman export:


Try this. In pose mode select "foot.ik" control bone as shown in my image, and then go to rig main properties menu which is above rig layers thing.

Turn FK/IK slider to the right. Do the same thing for other foot. It should work now.


the domain walls yes.. if you add another object inside the domain, THAT object will be affected by the "collision on off"


Color Management. What is the difference between display device, view transform and sequencer?

I hear that filmic is the best to use

Don't just trust what you hear, or rely on other people's opinions. You can make your own informed decision if you understand how filmic blender works, and then you will be able to harness that information for your particular artistic needs.

Filmic works for rendered scenes that use a large dynamic range, but it might make other images look completely wrong.

Start by reading Render with a wider dynamic range in cycles to produce photorealistic looking images before you continue.

Are you back from reading the link?

The main concept to understand is how the filmic blender color transform uses a completely different scale to convert the rendered information than the "default" (sRGB) transform. In other words the filmic blender transforms are designed to convert scene referred data to display referred using a much larger range of values. More on that later.

Now on to your real question:

  could someone please explain what the different terms display device, view transform and sequencer mean?

Display Device

The value here depends on what kind of monitor is attached to your computer. This settings controls how color values are presented on your screen.

sRGB or default. Most monitor display images using sRGB. Use this unless you know that your monitor is of a different kind.

DCI-3P Those with apple monitors and imacs from late 2015 or later, or with monitors or professional projectors that use the DCI-3p color space would need to choose this option

Rec-709 If you are using ah HDTV as a computer display, most likely you need to choose Rec-709

"None" should be used when you want to export an image without any color device transforms. Useful for those who want to export images using a linear scale (or a "gamma" curve with value 1), like bump maps or normal maps.

Why does it matter? An image that is meant to be displayed in one type of monitor will look wrong or different if displayed in a monitor that is expecting other kind of information.
View Transform

The controls in this section determines the conversion from scene referred data to display referred data is done.

What does that mean?

Rendering and compositing is best done when the scene values use an unlimited linear scale (scene referred), which corresponds to the way things work in nature, and makes computations more physically accurate. However, these values do not directly correspond to human perception or the way display devices work. In other words, a scene might contain more information than the one that can be displayed or stored in most image file formats. So a conversion has to take place to make the generated scenes viewable in a way that our eyes understand correctly, but they also need to be stored in a format that can only accomodate a very small amount of information. The view transforms will scale and bend the original linear values so that then they can be stored and displayed correctly in specific devices. Once the images have gone through this transformation, their values will be in what is called display referred data.

Some of the view transform choices

Default Does no extra conversion besides the conversion for the display device.

Filmic For more photorealistic results and better handling of high dynamic range. The contrast can be adjusted by changing the Look option for the Filmic view transform.

Raw Raw bypasses any color space conversion.

Log Intended for exporting images as log encoded.

False Color Shows a heat map of image intensities, to visualize the dynamic range. Dark areas will show as dark blue, mid tones will be green, red areas will be shown as red, and values outside of the displayable range will be shown as white.
Looks

Looks are additional transformations that are applied after the view transform to have different artistic effects. In the case of filmic it gives you a more nuanced control on the overall contrast of the scene.

Sequencer
The color space that the Sequencer operates in. By default, the Sequencer operates in sRGB space, but it can also be set to work in Linear space like the Compositing nodes, or another color space. Different color spaces will give different results for color correction, crossfades, and other operations.

Keep in mind that the sequencer works for the most part with rendered images and video files that are already in a specific color space (most likely sRGB), so unless you know that your sources come in a different color space you should leave it at the default.

So why not use filmic for the sequencer? Unless your images are saved as Scene Reffered using a linear scale (like OpenEXR files), it makes no sense to process them using color transforms that expect a much large dynamic range. If you use filmic blender to display an image that is meant to be seen using the sRGB it will look dark and the colors will all be wrong, whites will show as very light gray.


How to rotate model so it matches X, Y and Z axises

While it is not a solution all on its own, How do I construct a transformation matrix from 3 vertices? shows how to create a matrix from 3 points.  You would have to get the coordinates of 3 points (and the first 2 you would pick to match one of the axes;  The third you would want to chose such that when combined with the other two defines one of the planes.)

Then you would need to take the inverse of that matrix and apply it to the matrix_world of your model.  Then it should align the model with the world axes.


What is the function of the Clip option of Quad View?

Like the names says it clips whatever is outside view.

In the case of a quad view, if you pan or move one of the orthographic views (front, top, left or right) whatever goes outside that specific viewport gets clipped or hidden in the other ones (except for perspective views).

If in top view you pan your scene in such way that part of the objects stay out of that viewport, then those objects also get hidden in the other views as well, despite being visible otherwise.


No smoothing group information was found when importing obj file in UE4

Set Smoothing under the Geometry tab to Face in the FBX export settings when exporting.


Eevee glass shader transparent only at certain angles?

So I found that adjusting "Refraction Depth" In the settings of the shader from 0 to .1, and the problem disappeared.


How to have particles pointing away from mesh?


How to register global (i.e., unique per file) properties?

Short answer: no, you cannot store per-file custom data.

A .blend file is basically just a collection of ID data blocks. There is no customizable data instance for "the file". All custom data must be associated to one of the ID blocks (or possibly eligible subdata that supports custom props, like bones or nodes).

Depending on what you actually want to do there are a number of other options:

You could make a dummy ID block (e.g. Text) to which you add custom data
Addon preferences can store custom properties for persistent settings of addon scripts
Scene data blocks can be a viable option, they are a sort of "root node" in most cases

It really depends on the actual use case.


Loop Cuts won't work on N-gons which you may have on the top part of your mesh here.


Background hdr image is covering up model when rendered

Without a .blend it is hard to say for certain what the issue is.
Here are some possible causes:

You're rendering on the wrong render layer.
You turned off your objects render visibility:
You disabled your objects visibility to the camera in the ray visibility tab.


Drawing a Bezier curve from two vertices

You can snap to other object's vertices just fine..

For example, just enable vertex snapping in the header, then hold ⎈ Ctrl while transforming vertices to snap:

Once you have the curve positioned, convert it to a mesh with ⎇ AltC> Mesh and join it to your mesh object by selecting both objects and pressing ⎈ CtrlJ. Note that you probably want your main mesh object to be active (last selected, with yellow outline) when you do this, so the resulting object has all the object data, modifiers, and materials that your mesh object had.


Boolean Union Modifier
Modifiers alter the vertices of the modified mesh.

Hide the child frame object and "join" it to the wall mesh using a boolean union operator before the array modifier(s).
Example image small cube "Cube.001" child of arrayed big cube "Cube".
Re materials
Join objects (boolean) with different materials
Note: this is not inheritance, (the object need not be a child) the modifier alters the mesh of the original.


How can I create a soft, fluid filled pod that can rupture?

I would say make a hollow softbody (I guess with the boolean), make it breakable (how do I make an object bend or break if hit with sufficient force? - see the bottom of the first answer), then add fluid inside (https://www.youtube.com/watch?v=1gM8yEMFMjg). I'm not that experienced with those, but I'll do some experimenting and get back to you if i get anything useful.


Fastest way copying from bgl.Buffer() to numpy array

You can use the function np.frombuffer. However you first have to convert the bgl Buffer to a bytes list.
buffer_list = bytes(buffer.to_list())
imageDataNp = np.frombuffer(buffer_list, dtype=np.float32)

With your example file this method took 1.69s in contrast to 1.8s for your workaround.


How to have rounded (beveled?) edges in inset?

You can effectively do it extruding first.

Inset I
Extrude inward E
Select the inner edges
Bevel CtrlB and tune the amount of bevel edges with the mouse wheel or with the numpad + and -

In 2.79 (as you have here)

Or in 2.8 you can also use the new tools (keyboard short cut are still available, though)


How do I deform multiple meshes in the same way?

Let's assume this is your "flag" made of multiple separated objects.

Add a bezier curve

Placed it in the middle of your objects group.

Select one of your objects

Go to modifiers and add a Curve modifier.

Then in the Curve modifier options (Object:), select the Bezier Curve that you previously created

The object with the modifier will move (that's ok).

Now, select all of your "flag" object, all except for the one with the modifier.

Now, this is important, with ALL the other objects still selected, hold down shift and select the one with the modifiers.
Now they all look selected but the last one is highlighted in a diferent lighter color.
Press Ctrl + L and select "Modifiers" from the menu.

All the objects now have the same modifier and all are following the curve. If the objects are out of the curve like the image.

Just move all the group of objects to match the center of the curve or at the position that you need and your done. You can now modify the curve to give the wave effect that you want and the objects will follow it.


Indirect Lighting is very slow proportional to vertex count even if they are not in the view

You are making wrong assumptions, something not being directly visible doesn't mean it is not contributing to the rendered pixels, in fact indirect light means exactly the opposite.

The walls out of view are still castings shadows in the visible ones, and the window behind the mist still lets light in even when you look away.

That is true for many direct light situations, even more so  with indirect light, all elements influence scene lighting everywhere, unless behind a watertight boundary.

Also Indirect light already calculates only relevant data as best as possible.

Some optimizations are done internally but it is not trivial to determine what contributes to a scene and what doesn't, more geometry will invariably make a render slower eventually.

If you want faster renders manually optimize your scene, reduce polygon counts, hide unnecessary stuff, simplify lightning, use instanced geometry wherever possible, reduce object count etc.

Also match your expectations to your hardware. If necessary bake lighting into textures to make animations faster.


Blender Cache Error. 0 frames in memory Cache is Outdated

I had this "0 frames in memory, cache is outdated". My collection was empty. after I clicked RigidBodyWorld. Bake works:)


Having changed the scene units and unit scale, how can I change the default size of new objects?

Ok... I just figured it out by myself...

The scale of new objects is related to the scale of the grid within the "overlays" section if the 3d viewport... If I change the scale in there from 1 to 0.01 all new objects get 100 times smaller than originally which is quite the scale I can perfectly work with: new cubes have 20 x 20mm now...

I do not understand why the setting is located at that place but it works as I want it to work...


Animated Screw Modifier has different results in (render) viewport and rendered version

Alright, I am dumb.

The problem was the different between "Steps" (5) and "Render Steps" (16) in the modifier. That lead to a different result after rendering, ofc.

Still thanks to LukeD for the tip how to upload files.

Greets
Jaspa


Rigged body appears distorted when moving

Seems that, some parts of your mesh are not attached to the bones,
Please try to use the Weight paint mode to add missing part of mesh to the respective bone.

Steps are shown below:

Red means full control, blue means no control, and in between those color, partial controls.


Ctrl+M (interactive mirror) is not taking the object's rotation into account

Not sure if this is what you need, but if you use Collection instance.
-Create a new collection, add the object there
-Right Click on the collection > Instance
-Then right click on the viewport > Mirror >X Global

Also, you can add more object to that collection and it's going to have a mirror object automatically

I made a video using this technique for an animation here: https://vimeo.com/417302896 or here (same one) https://youtu.be/deIwRZt-U80
Around minute 3:04.
Hope that helps


Any way to download maps rendered by cycles nodes?

Maybe I'm not understanding your question, but in general you can bake whatever kind of map you want by feeding the attribute into a color input.  Using an emission shader and baking the emission makes things easy.  Uh, I think as with @Danyl Bekhoucha's answer here you should multiply the gamma by 2.2 so that the color is treated as non-color data when it is displayed (i.e. blender is going to gamma-correct it, so you need to un-gamma correct it manually).  Apologies in advance if I've gotten that confused somehow.

You may wish to edit your gradients with a color ramp or whatever, it's all configurable and depends on how you plan to use the data.


Deleting World Data Block from the Outliner Tree

To access the World nodes, all you have to do is switch from editing object material nodes to the world material nodes. To do so, click on the little world icon that can be found at the bottom of the node editor. It's the one located to the right of the cube icon that is currently selected (visible in the third screenshot). This will now display the world nodes.


How do I show the modifier stack panel when I work in the full screen area mode?

there is no defined "shortcut" to do that, and since blender window areas are by definition "non blocking" there is no way to let a "modifier stack panel" to jump in your fullscreen area mode, but you have alternatives, at least 2, imho:

reshape a layout to look as desired, ie calling it "fullscreen", set up like this:

use a separate window just for the "modifier stack panel", if you really wish it to go over your fullscreen area. You can duplicate the main window, and then reshape the secondary one to just show the "modifier stack panel", like this:

In linux it's easy to set this secondary floating "panel" as "always on top", but each OS has or can have similar utilities, so that you can always see it even when focus is on the background, fullscreen, area, like this:


i imported an FBX file and want to add bones

When importing models from other 3D computer graphics programs the model size is one of the main problems you will run into. The reason for this is that 3D computer graphics is not (necessarily) CAD. You don't have unified measurement units. Blender has a different internal measurement system than 3ds max, which uses a different one than Maya, and so on.

You need to resize your model to a reasonable size. The default grid floor is a good orientation point.

You also want to change Blender's internal measurement units from "None" to "Metric" or "Imperial" (Metric works great for me).

Go to Properties Window, Select "Scene" panel, scroll down to "Units" and change the settings to your liking.

This comes also in handy when exporting models to game engines.

Also be aware that the model's mesh isn't already triangulated. You simply won't have very much fun rigging it.


How to simplify or resample a Bezier curve in Blender 2.9?

Consider the following gif:

Here I have simply added a curve object, and then used Shift+A>simplify curve and then repeated the process with anew curve and an intermediate step of converting the curve to mesh.
As you can see, the option for simplify curve is unavailable with the new mesh object, as the operator is only usable for curve objects. So, in your situation, either convert back to curve, or add a new object if it is not too tedious of a task.
Here is the documentation for the Simplify Curves add-on.


How to export an animated object from Blender to an .usdz-file for Reality Composer (AR)?

export animated .DAE file first, and then open with Xcode, Xcode allows you export .USDZ file, this step works great for me, hope it helps.


Creating actions based on local location/rotation/scale of an object

just animate the delta transform instead of the location, then you can link the animation data to the other cube. This works.

if you need a step by step explanation for this, just let me know.


How do i keep the ratio of an image when unwrapping

You can view and change the dimensions of the cylinder in the panel to the right of the 3D viewport, labeled "Transform". You can then calculate a proper diameter and height for the cylinder, using the image dimensions.

In the Dimensions section, set X and Y to the desired diameter of the cylinder, then set Z to the desired height. Press ctrl + A to apply the scale, then scale to whatever size you want.

Lastly, keep in mind that for graphics, if it looks right it's good enough, so you can probably eyeball it and no one will notice.


Add a mesh circle to your scene
Extrude it vertically
Poke its faces with Alt + P
Remove the vertical edges by selecting one of them and pressing Shift + G > Select Grouped > by Direction
Remove the triangle faces with the same operator by Polygon Sides

Add an empty object to the scene
Add a Bezier Curve object too
Now add an Array modifier to the circle
Clear the pre-defined relative offset options
Check the Object Offset option
Pick the previously added empty object
Set it to Fit Curve mode
Pick the previously added Bezier Curve
Now adjust the Position of the Empty to match the rotation and the height
Move it up half the distance extruded in point 2

Rotate it about the Z axis $360°$ divided by twice the number of edges of the circle (by default a circle has 32 edges so $360° / (32 * 2) = 5.625°$)
Rotate the whole Circle + Empty in the Y axis $90$ degrees
Add a Curve modifier and pick the same curve used in the array
Now add a Wireframe modifier
Adjust the curve's shape as necessary

Control the dilation/contraction of the nylon sleeve with the curve vertex radius

Enter edit mode in the curve, select a vertex and press Alt + S by default.

Profit!


What are the differences between Orthographic and Perspective views?

Orthographic is (according to Wikipedia):

  ... a means of representing a three-dimensional object in two dimensions...

Bascially, Orthographic is a fixed depth. You can't zoom in or out. There is no distance from the camera.

Perspective has depth. You can zoom in and out. You can judge distances. Cameras can be distanced from the scene.

Simply put, orthographic is what would happen if you squished everything in the scene (along the cameras view axis) and stuck it right against the camera.

Perspective on the left, Orthographic  on the right


Deselect all keyframe points and handles

Helper method to deselect all fcurves and their keyframes and handles of an objects action.

import bpy

def deselect_all_keyframes(ob):
    ob.animation_data_create()
    action = ob.animation_data.action

    if action:
        # deselect all fcurves
        action.fcurves.foreach_set)
                "select",
                (False,) * len(action.fcurves),
                )
        # deselect all keyframes
        for fc in action.fcurves:
            for select in ("select_control_point",
                           "select_left_handle",
                           "select_right_handle",
                               ):
                fc.keyframe_points.foreach_set(
                        select,
                        [False] * len(fc.keyframe_points)
                        )

# test call on context object
deselect_all_keyframes(bpy.context.object)


You have to check the normals on your mesh (they should collectively point in one direction with respect to the surface) and it has to be a closed mesh (check for holes). Otherwise the modifier gets confused on what is on the outside and what is on the inside.

In this specific case the mirror modifier on the centerpiece of the steering wheel doesn't merge the vertices at the mirror axis. This results in the mesh being open in the center, thus confusing the boolean modifier.

Solution:

Increase merge limit on the mirror modifier to 0.1 or move the vertices in the center closer to the mirror axis


Issue with certain mesh vertecies stretching away from bone physics chain

It looks like you are getting some of the deformation applied twice.
In this case it appears to be a mix between parenting and multiple armatures.

The first thing to do is to check the "Multi Modifier" checkbox on any armature modifiers after the first.

If this doesn't work, you need to use the vertex group field on the armature modifier to make sure each vertex is only influenced by a single armature modifier.


Character drops through Floor in Game Engine

I think that happens when you scale/rotate an object, but don't apply it's scale.

To do this, press Ctrl + A> Apply scale.


Material sidebar isn't displaying default options

Sounds like the render engine is set to Cycles, but the tutorial is using Blender Internal.

You can change the render engine in the info header at the top of the window:


Blender 2.8 causes all other versions to not run!

Running older versions of Blender alongside 2.8

Blender 2.8 removes older Blender version installed in C:\Program Files\Blender Foundation. If you want to run old versions of Blender alongside Blender 2.8 you will need to download their archive version which doesn't require installation.

Download the desired version as .zip,
Extract it
Open the extracted folder
Create a shortcut to the blender.exe

4.1 Right click on blender.exe and select Create Shortcut

4.2 Rename the shortcut to differentiate it from the other Blender versions

4.3 Drag the shortcut to your desktop

How to troubleshoot your Blender 2.8 installation on Windows

The first step is always to check if your system fulfills the minimum requirements to run Blender 2.8 and update your graphics drivers. Since you've already done both, you can continue with the following checks.

When Blender's UI doesn't start and it's frozen at the console, make sure that you haven't accidentally enabled QuickEdit mode by clicking into the command prompt. Simply press enter in the console and see if the execution resumes.

Blender offers batch scripts for debugging on Windows which can be found in the folder where Blender is installed. On Linux and macOS these have to be enabled by starting Blender from the terminal with one of the corresponding debug flags.

blender_factory_startup.cmd allows you start Blender with factory settings, in case your configuration or startup.blend is broken. The batch script uses the --factory-startup flag.

If that command allows you to open Blender properly, make the changes permanent.

File > Defaults > Save Startup File
Edit > Preferences

2.1 Click the icon in the bottom left corner

2.2 Click Save Preferences

If you're experiencing a crash that doesn't happen when starting Blender and you've got an updated graphics driver, then it's likely a bug. In order to help us identify if it's truly a bug and whether this is an issue already reported to the developers, you can run blender_debug_log.cmd. This batch script uses the --debug flag. Once Blender has started, try to perform the same steps that led to a crash. Once you were able to recreate the crash while running Blender from this batch script, upload the created log files (e.g. to Google Drive) and add a link to it in your question so we can take a look at it. Be aware that the blender_system_info.txt file contains detailed system information in case you don't want to share this information publicly.

Depending on the outcome we may advise you to create a bug report on https://developer.blender.org/ where the developers of Blender will try to resolve your problem. If we advise you to create a bug report and you're able to open Blender, go to Help > Report a Bug. In case you can't open Blender use the template and attach your system information file created in the previous step. Make sure to describe your problem in a concise but precise way. Add step by step instructions that allowed you to crash Blender. This is important so that the developers are able to reproduce the conditions that led to the crash. Finally if the crash only occurs with a certain project, you can attach your .blend file. Try to remove everything unnecessary out of the project, so that you have a minimum working example with which you can still reproduce the crash.

The other batch scripts or command line flags should only be used if a developer requests you to run these, because the log files can get quite big.


If no one ... classic

add Text convert to Mesh
add Balls, set in Collection, add Physics > Riggid Body > Active
add Particle system > Source from Volume, Render > Collection
enable addon Copy Particles to Riggid Bodies, run operator (take some time)
disable particle system for Text (Mesh) object and add Physics > Riggid Body > Passive

To change letters - type a new text, convert to mesh, assign Particle system, run addon, set Riggid Body.

I know almost the same, but still just a few clicks now, that you would have to in C4D as well (if I checked tut right).

Note: Particles were quite jumping out (because I did them too big), so I did a duplication of Text mesh and inset the shape, so they are generated from object inside collision Text mesh.

Naming of the addon could be improved cross UI, but awesome it exists.


how to remove this black shadow from around a transparent texture

i founded the solution here link to source

  Go to the object panel in the properties and check Transparency in
  Display tab for all object you want to see transparent. make sure that
  you have the correct object selected.


The margin is intentional. It dilate the edge so that you wont background colors mixed in the edge. You can zero it out if you want to. Sometimes you will want to add dilated
margins later if you are composing multiple bakes.


How can Blender automatically update a 3d model from a changing network file

Old question I know, but I've written an addon for 2.9 which, in combination with a networked filesystem and assuming the model is in .blend format, should be able to achieve this:
https://github.com/gandalf3/auto-reload-linked-libraries/releases
The basic usage would be something like:

Put the shared file on the networked filesystem
Install and enable the addon
Link the desired datablocks from the shared file
Make changes to the shared file; changes should appear in blender more or less instantly.

That said it's not perfect (I just threw it together to work well enough for my purposes, but if you run into issues I wouldn't mind trying to improve it), and there's no prompt before reloading.


What I would do is render all the individual frames then open up a new instance of blender, and then load all of the frames you just rendered into the VSE (Video Sequence Editor). Then just choose the file type of the video, and render the animation.
See this video if you need extra clarification: https://youtu.be/5RKeDJtMT-Q


If it really is a transparency problem, which I'm not sure that it is, then all you have to do is uc-check the box that says Transparency under the materials tab.

However! the real problem lies within your Fresnel shading, where you have the ramp pushed aaaalll the way over to the right. you want some breathing space between the two pushey-guys or the reflective effects are super dramatic. You might also want to change Fresnel to lambert. Fresnel has effects go further without dissipation so I think that's your problem.


How Do You Use An Image As The World Background?

Setting a World Environment Background Texture in Cycles

You can easily set a very nice background image for your world by creating an Environment Texture for your World.

You can use many different kinds of background images, but one of the best types for creating a beautiful 360° background is an HDRI (High Dynamic Range Image). These types of images are designed to wrap around your world in a spherical shape so no matter where you look in the scene, you still see the background image:

There are many sources for free HDR images -- HDRI Hub is one. You can also see many examples in Google.

Here's how to set one up in your scene in Cycles:

Make sure you are using the Cycles Render engine and make sure you are in perspective view, if not press (Numpad-5),

Set your World's Surface to an Environment Texture and use an HDR image for the background.

Object Properties window > World tab > Surface section > click Use Nodes
For Color, click on the options button (  ), then select Environment Texture
Then click Open and select your HDRI file. Here, I'm using "Street in the woods":

However, in order to see your background image while working on your scene, you MUST be looking through your Camera (press Numpad 0 to switch to it) and also you have to set the 3D Viewport Shading to Rendered:

Now when you render your scene, your background image will be visible wherever you point the camera.


texture mapping in cycles for game model

Found the answer my self.
Here is the link to the youtube video: https://www.youtube.com/watch?v=XO9gOeDcgzg

this method will help to consolidate uv's and create one single texture material and it can be used in unity.

hope it helps someone. I asked it my self but no one answered, may be they didn't understand what I meant. anyway....this is what I wanted.....


What is the quickest / best way of duplicating an object with children, so that the children are also duplicated?

You can do this by using the 'Select Grouped' menu, triggered with Shift+G.

Select Parent.
Shift+G> Children.
Shift select parent (by default it will be deselected when the children get selected).
Shift+D to duplicate.

If you are doing this multiple times you can open the toolbar(T) and check 'Extend' after doing 'Select Grouped', so the parent remains selected when the children are selected. Any future selection of the children will respect this 'Extend' setting.


Control orientation with Active UV

Tissue add-on by default takes into account the vertex indices of the face to determine the orientation. If you build your mesh by extruding the same face several times, they should follow the same orientation because the way new faces are generated.

Tissue add-on has an option to override the default orientation given by the vertices indices with the inforamtion of the active UV layout.

If you unwrap your mesh in portions with seams like shown in the image below (notice the different flowing of the color grid texture on the front and on the side):

and then pic the Active UV optin in the Rotation field of the add-on settings, you'll see the tessellated faces following the orientation.

This approach obiuvsly create a discontinuity between the two regions that (if wanted) should be handled manually and other complications if you would like to make the feathers overlap, but the add-on gives a good staring point to work with.


Noise showing up in the reflection of a plane

I use the blender denoise compositing node nearly every time. It's super easy to setup. You'll need to enable the Denoising Data under the view layer properties first.


Mirror the movement of one object to another

The Copy Location and Copy Rotation constraints have an invert option.

The top instance is on a path constraint, the bottom instance has the constraints shown, targeted on the top one. You may have to alter the axes to suit the orientations of your objects, and your choice of mirror plane.

The result is mirrored action (in this case in the XZ plane)..


I think I figured it out.
I had the normals set facing from the shape upwards. I flipped them on both shapes to face inwards. After that, I did the boolean difference and it worked.


Objects not showing in viewport on Solid view

Have you tried updating your GPU drivers? If not, try doing it. I can't think of anything else than old drivers. If that doesn't help you - you can try installing blender again. If that doesn't help too, go and report it here. It can be a bug.


You could use 3d dimensional procedural textures for volumetric rendering:

With a node setup like:

The scale of the voronoi texture controls the size of the bubbles. You could also try noise or musgrave texture with different settings.

For more details I reduced the step size in the volumnetric render settings:


How to move a bone in pose mode using python?

Pose bones belong to the object

If ob is our armature object, ob.type == 'ARMATURE' the pose bones belong to ob.pose.bones.  The edit bones are in the armature ob.data.bones.

To set active pose bone(s) to use operators see Set active bone in pose mode from Python script

To get a specific pose bone knowing its name

name = "Bone"
pb = ob.pose.bones.get(name) # None if no bone named name

Once you have the pose bone can set its properties or matrix.

pb.location = (0, 0, 1)

How to get world-space matrix of any pose bone?

Add keyframe for all locations x, y, z at frame 23

pb.keyframe_insert("location", frame=23)

Note if a bone is connected then translating will have no effect.


Changing duplicated object's texture effects the first object's

The meshes share the same texture. You have to duplicate the texture as well by clicking on that number next to the name in that field where you select the texture. I think it says "make single user copy" on mouseover (don't have Blender open right now)


Show/Hide an Input Field based on a conditional when making an Addon

Try this:

row = box.row()
row.prop(scn, "Tree_Form")
if scn.Tree_Form == "Sympodial": # the ':' is required
    row = box.row()
    row.prop(scn, "Num_Canopies")


Interior scene has a lot of noise, even with optimized settings

The "correct" way to reduce noise is to increase the sample size. You mentioned that this didn't completely solve the problem, but I would use the largest sample size you can reasonably afford (within your time constraints, patience, etc.). Also, I've heard that it's best to use powers of 2 for sample sizes. So maybe try 2048 instead of 2056...

Additionally, the latest versions of Blender have the denoise feature, which works better than an external noise reducer, because it has access to data not present in the final image. It will further reduce the noise in your image.

Regarding portals:

  They work best when most of the light in your scene comes indirectly from the environment through small windows. If your scene has large windows, uses many lamps or contains lots of complex materials, portals might actually slow the render down and introduce more noise.

(https://www.blenderguru.com/tutorials/using-portals-accelerate-render-times)

It seems that your windows could qualify as large (though you don't seem to have extremely complex materials), so maybe try a render without portals, and comparing the two in terms of noise and render time. I don't know which way will work best for your scene.

Finally, you could cheat and make the blinds in the windows invisible to all rays except camera rays (the opposite to this answer). This will make the result less physically accurate, but it will let in more light, and reduce the number of bounces light needs to get inside, resulting in a brighter and less noisy picture.


It looks like it has to do with overlapping faces, here is what happens if you move up the liquid a bit (you can move the cup but the liquid is parented to the cup so it will move along):


Unable to install add-ons to Blender 2.82a and Blender 2.9 on a Mac

The installation process is detailed under the GitHub page and is the same as most if not all add-ons.

Download the zip file from the releases page. Open Blender, open up Preferences, click on Add-On tab, press Install and select the zip file. You'll then be able to find the add-on listed as Mesh: EdgeFlow. I tested it. It works.


Hit the G key to move those faces.

After spliting the faces. You would be required to move it. The split operation does not automatically move the selected uv for you.


What is the best solution for this UV problem?

My proposed solution:

Map the item as it is. The UV-map is bent.
In the UV-editor, manually straighten the outer edges. Using SX0 or SY0 for instance.
Select the outer edges and pin them. Toggle pinning with P.
Go back to the 3D editor and do the UV-mapping again.

The pinned vertices should stay as they were and the inside should be remapped to follow.

When you pin a vertex in the UV-editor, it is marked with a red border.


Your character is in Pose Position but should be in Rest Position to sculpt the mesh.
Select the Armature in the outliner, then select the Object Data Properties tab ("green running man" icon); look at the section "Skeleton", there switch to Rest Position.


Your screenshot shows that you've added the red material to material slot 2, so I guess there is a white material in slot 1. By default the complete object gets the first material. So the easiest way would be to delete the white material from the cylinder if that's the only one you want to show up.
Another way would be (if you want different colors on the cylinder) to go into Edit Mode, select those faces that should be red and hit Apply in the Material Tab to give them the material in the second slot.


I've had this issue before, I'm not sure if this will work for you but ctrl+a -> apply scale works for me


Perhaps you are trying to extrude the face? This can be done by pressing E with the face selected.

To delete those added lines, there are two ways to go about doing so.

Method 1) In edit mode, press 2 to enter edge select mode. Select the unwanted edges, press X and select Dissolve Edges.

Method 2) In edit mode, press 3 to enter face select mode. Select the faces you want to join together, press F and those faces should be joined together.


How to select layer in the object data instead of selecting the stroke in grease pencil?

Since GP object is only one object you can't select layers individually in Object mode. If you want to do that, you have to separate the layer in Edit mode to make it a distinct object.


You can do this in cycles using the Vector Transform node:

No matter how the object is rotated, the faces facing a particular direction are always the same color.

To map colors to the normals, you can use Separate and Combine RGB nodes to manipulate each channel individually:


You can select the node or the group of nodes you want to share with all objects, then press Ctrl G to group them and rename it (I called it "My Own Node").

So everytime you will edit (pressing Tab) the group, every material will be updated.

In the group you can choose which inputs to show (in my example only color input).


How do i delete the inner side of this shirt

One way to do this is:

Limit selection to visible
Select all outside faces with C (do not select faces on the edge)
Change selection type from faces to vertices
Press ctrl-I to select the inverse (now you should have the inside selected)
Delete selected vertices


The file output node has two properties that determine the file that the image is written to, the base path (in red) which is the folder to save in and the subpath (in green) which could be a filename or a folder/filename combination.

In your example file you have two file output nodes that use the same base path and subpath, the second file gets saved over the top of the first one.

You also don't need two file output nodes, you can add multiple inputs to one node that have their own subpath and optionally image type settings. This can help as it prevents two inputs using the same subpath.


No need to use Subdiv modifier which gives you more details but not necessarily smooth shading (unless you have high enough subdivision which is overkill).

How about starting from a cylinder, inset, extrude down, shade smooth and auto-smooth?


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.


flat area to sphere or turn to half of sphere

To sphere is actually the correct way if you do not want to use proportional editing, but you have to make sure that yout pivot center is set to where you want the center of the sphere to be.
The easiest way is probably to set the pivot point to be at the 3D Cursor

and then placing the 3D Cursor where you need it. You can either set its coordinates directly

or select a set of vertices or objects in whose center you want the cursor to be and press Shift+S and selecting 'Cursor to Selected'.

Btw: The radius of the sphere is the median distance of the selection to this pivot point.


You can use mathutils.geometry.intersect_ray_tri to check any intersections with object triangles.
You can use the raycast method and then again with normals inverted to get the opposite face


Making proxies of all objects in a Linked collection in blender 2.8

You can parent all of the objects in the collection to an empty (and include the parent in the collection). Then, in the other file, link the collection and make a proxy to the parent. This should allow you to move, rotate, scale the entire linked collection.


Does Blender take more time to render with extra objects that aren't visible?

I had rendered an interior, I had a carpet that it used a lot of memory. Even if I rendered a part of the interior without the carpet inside the frame, the render time was big. I just had disabled the render option from outliner (you can find it in filters) and the render time has reduced.


How to create socket that pass lists of POPO (Plain Old Python Objects)?

The solution is pretty obvious, but here it is in case someone else has a similar problem. The problem was not with the socket but in the node, and the problem was that the node's execute() method must  return a collection of N items where N is the number of output sockets.


What does the force field flow setting do?

The manual says

  Flow Convert effector force into air flow velocity.

A quick test shows that it slows down the movement of particles but does not attract or repell them:

So my interpretation is it adds air resistance.