Why Does My Collection Not Add My Cube Correctly?

You've pressed ShiftM instead of M when creating the new collection. ShiftM will keep a linked version of the object.


How do i get rid of wrinkles in a subsurf

I'm not sure if this is what you mean, but if your goal is to selectively convert some of the smooth transitions to sharp transitions, you can do this either by adding additional Geometry (often through loop cuts, as shown here):

(note: sharpness depends on how close the new loop cut is to the old loop cut, because the subdivision surface adds geometry between them -- hence, if there is no or little space between them, the subdivision surface has little or nothing to smooth)

Which results in:

And/or by using Mark Seam: Sharp

(result not pictured)

If, instead, you want to remove some of the undesired unevenness of the mesh or something else, a different answer/solution will be needed.


Animate curves by changing spline data using a python script

Apparently the answer is simple to this, I had to choose splines[0]

curve = bpy.data.objects["Curve"]
points = cable.data.splines[0].points
# for i ...
    # get new data
    points.foreach_set("co", data)
    for point in points:
        point.keyframe_insert(data_path="co", frame = i)


Particles to spawn from only selected faces (refined question)

Vertex groups works with vertices and as you can see when I try to select what you have in yellow by using vertices it covers the whole mesh. So what I would do is add 2 loop cuts. . When I apply the vertex group as density for the hair I get  your intended goal.


Blender 2.80: Delete Collection or clear the intial scene in scripting mode

Unlink all children from the scene collection

Not a fan of using outliner operators in scripts. Unlinking or removing the collections from a scene will also have the same effect of clearing a scene.

Script to unlink all the child collections from the scene's master collection.

import bpy
context = bpy.context
scene = context.scene

for c in scene.collection.children:
    scene.collection.children.unlink(c)

Theoretically could remove the child collections using bpy.data.collections.remove(c) above instead of unlink, however I found this has the tendency to seg fault my build of 2.8._ (See EDIT below)

Running this after removes the orphan collection

import bpy

for c in bpy.data.collections:
    if not c.users:
        bpy.data.collections.remove(c)

Similarly could remove the collections objects from blender file with

for o in c.objects:
    bpy.data.objects.remove(o)

EDIT. Update: removing collections from bpy data

import bpy

name = "Collection 1"
remove_collection_objects = True

coll = bpy.data.collections.get(name)

if coll:
    if remove_collection_objects:
        obs = [o for o in coll.objects if o.users == 1]
        while obs:
            bpy.data.objects.remove(obs.pop())

    bpy.data.collections.remove(coll)


Metallic Text in 3DViewport looks incorrect

Use the Bump Height input, not the Normal input (the Normal input can be used for example to plug a Normal Map):


How can I change the Render Regions background display mode?

Sadly, this appears to be impossible*.

*Blender is open source, you could always add the feature ;D (I mean isn't that the whole point of open source)


Final:

Overview:

You will need two objects.

Simple Bezier Circle which will Bevel your shape.
Bezier Curved shaped as needed with custom Radius values (per point) for Beveling.

You can change Radius values by selecting point and changing it's value in Transform tab or by hitting W > Set Curve Radius.

After that you can add Solidify Modifier and maybe Alt+C > Mesh from Curve.

Blend file:


Symmetrical object won't rotate on axis evenly

Set Pivot Point to Median Point

Go to Edit Mode and select vertices in the middle that creates a circle so your pivot point is now at the exact center, something like at this screen:

Press ShiftS > Cursor to Selected to move the 3D cursor to that pivot point

Now exit from Edit Mode and set the object's origin to the 3D cursor by pressing the best shortcut in the universe CtrlAltShiftC, select Origin to 3D Cursor

Whole process demonstrated on your model:


The front part of the object material doesn't render

It probably bugs because you haven't created a Normal Map node between your Image Texture and your Principled BSDF Normal input socket. Don't forget to set your Image Texture to Non-Color:


I Cannot move my meshes any more whats goimg on?

The most common issues may be either you have some transform channels locked, see your options bar (N) :

Or you have a Limit constraint on your object, in which case you just have to delete it :

Or your transform properties are driven, in which case you just have to right-click → Delete Drivers:

If it neither those issues, please provide more info in your topic, as well as your .blend file.


Can't change world color. Cycles and blender render

Check the World Background checkbox in a Display panel of a properties shelf (N).

You may also switch the shading mode from Solid to Rendered to see the result.


There is a simple solution I use in 2.76b. Just use nodes for those materials, and animate values in the nodes. It will block each material instance. But if you animate the same options in the properties editor - it will animate them all. It's a bug.
Note: To see your keyframes on the timeline you have to select the node.
And yes, check beforehand, whether or not you use the different materials indeed. I mean, material can be linked to the objects, and to their respective object data as well. So, this check may show, if you have multiple objects, sharing the same object data, hence the materials.
I did reproduce that situation, and I think, I found a solution to avoid the channels to be linked but not copied on material duplicated.
So the solution is pretty simple - DO NOT PRESS PLUS BUTTON to copy the material, instead use the numbered button which shows the number of shares. This works for me in Blender v2.76b on Windows XP 32 bit.
See the explanations below.
The problem:

The solution:

And please, don't tell Captain Disillusion about those buttons! ;-)


How Would I Join The Selected Edges Together

I am not aware of an automagic way to do this, but here is a workaround: In edit mode, select one edge segment from the lower piece and the corresponding edge segment from the upper piece. Use [F] to fill a face between them. Continue doing this around the model. Because of the difference in vertex count, you will occasionally need to fill a triangle instead of a quad.

Here is some information on filling faces in edit mode:
https://www.blender.org/manual/modeling/meshes/editing/basics/creating_faces_and_edges.html

Edit: Filling faces is still useful, but Bridge is way better.

In edit mode, you'll select the edge loops, then Mesh > Edges > Bridge Edge Loops. Here's some information on edge tools—scroll down to the Bridge section: https://www.blender.org/manual/modeling/meshes/editing/edges.html


Dyntopo creating spikes or stretched sculpt result on mesh

I made a quick test and it might be also that your object has other scale than 1,1,1.

The solution is to have your object selected and in the object mode press Ctrl+A and select Scale from the Apply menu.

Here I have more than 15 for the Z scale of a cube and the dyntopo sculpt result with the same settings as yours is quite stretched, like yours.

After applying the scale to 1,1,1, dyntopo behaves way nicer, again with the same dyntopo settings as yours:


Is it possible to report an error without self?

Pass the method name to items available_scenes_enum = bpy.props.EnumProperty(items = available_scenes , name="Enum") and in the method definition def available_scenes(self, context)  where in this case self will be the operator, in which case may as well make it an operator method along with execute, draw etc. & when calling it from the operator use self.available_scenes(context).  Btw returning an empty list would be more appropriate than False which will lead to an error as a return value for items in an enum.

Also remember the items list needs to have ('ENUMPROP', 'propname', 'propdescription') items, as in your static example.

import bpy
import os

print("\n"*5)

class MATERIALS_Export(bpy.types.Operator):
    '''Set an operator'''
    bl_idname = "scene.select"
    bl_label = "Select a scene from list"

    def check(self):
            '''Check if our scene is saved'''
            currentScene = bpy.data.filepath.replace('\\', '/') # huh???
            if not currentScene:
                self.report({'ERROR_INVALID_INPUT'}, "You're not on a saved blend, save before you continue")
                return False
            return True

    def available_scenes(self, context):
        '''Return the list to show on the popup'''
        if self.check():
            output_dir = bpy.path.abspath("//")
            scenes = [(file, file, file) for file in os.listdir(output_dir) if len(file.split('.blend')) == 2]
            #print('OUTPUT DIR -> ', output_dir, ' \nSCENES -----> ', scenes)
            return scenes
        return []

    #available_scenes_enum = bpy.props.EnumProperty(items = [('one', 'eins', 'un'), ('two', 'zwei', 'deux'), ('three', 'drei', 'trois')], name= "Scenes") #This works fine
    available_scenes_enum = bpy.props.EnumProperty(items = available_scenes , name="Enum") #This doesn't work

    def execute(self, context):
        self.available_scenes(context)  #not sure why you'd call this here???
        return {'FINISHED'}

    def invoke(self, context, event):
        wm = context.window_manager
        return wm.invoke_props_dialog(self)

class MATERIALS_ExportPanel(bpy.types.Panel):
    bl_label = "Materials"
    bl_space_type = "VIEW_3D"
    bl_region_type = "TOOLS"
    bl_category = "Open_Scene"

    def draw(self, context):
        self.layout.operator("scene.select", text = "Select a scene from list")

def register():
    bpy.utils.register_module(__name__)

if __name__ == "__main__":
    register()


How do I calculate how much of a object is covered in a 2D image?

In the "Render Layer" / "Passes" panel, enable the Object Index pass. You can then give each object, like your human object, a unique index using the "Pass Index" property in their "Relations" panel.

Once you've given each object of interest a unique "Pass Index", you can inspect that render pass after the image has rendered. Each pixel will have an RGB value equal to the "Pass Index". You can render twice, once with the obstructing objects and once without. Once you've done that, you can find your answer simply by counting counting pixels in each case; dividing the obstructed count by the unobstructed count will give you the unobstructed percentage.


How use spaces instead of underscores in file names?

This bug was fixed (at 2015-10-15), so the easiest solution is to download nightly build of Blender: https://builder.blender.org/download/ . I have tried it and now I finally can save my files as usually. The fix also will be available in 2.76a and later releases. Alternatively, you can build Blender yourself. The bug was fixed by this patch: https://developer.blender.org/rB767d3f23b7efb4e993574c29ebbbe0a4d90f5e50 .


Can't get area lighting to show on viewport or render

Give specularity to your area and it will work fine, even though its power is a bit weak:


Just expand this little tab on the bottom left corner of the 3D window.


sliding on 45° on XY axis (translate X and Y same value at the same time)

Of course there is.
Just drag-select both X and Y axis and enter the value.


When I paint in vertex paint mode, can I paint per vertex with python script?

This does what you want I think. It's not particularly efficient though since it loops through all verts and all loops.
import bpy

ob = bpy.context.active_object
assert ob.type == 'MESH'
assert ob.mode == 'VERTEX_PAINT'

mesh = ob.data

# Get the active vertex color layer
color_data = mesh.vertex_colors.active.data

# Find index of all selected verts
sel_vindexs = set(
    v.index for v in mesh.vertices if v.select
)

# Find all loops (loop = corner of a poly) that touch
# a selected vert and make them to red
for loop in mesh.loops:
    if loop.vertex_index in sel_vindexs:
        color_data[loop.index].color = [1, 0, 0, 1]


Why is my camera stuck In the torso of my character?

There is no camera object in your scene, and the cube object is set as the scene camera (yes, you can have non-camera objects set as the camera):

Add a real camera object by pressing ⇧ ShiftA> Camera in object mode, then make it the active scene camera by setting it in Properties editor > Scene > Scene > Camera, or by pressing ⎈ CtrlNumpad 0 with it selected:

This way you can move the camera object around as you like, and set camera options such as focal length, DoF, lens type, etc.


Is it possible to insert a keyframe to a metaball element?

With obj.keyframe_insert you are adding a keyframe for the object, not the element.

To set keyframes for elem2 you want to use elem2.keyframe_insert

elem2.co = Vector((2,0,0))
elem2.keyframe_insert(data_path="co", frame = 10)

elem2.co = Vector((0,2,0))
elem2.keyframe_insert(data_path="co", frame = 100)


Keep a set of objects from casting shadows while having a shadow

I’m answering my own question. The solution was found while working on the compositing phase.

It is possible to do this using view layers and compositing. It is necessary to create an masking object, in this case a sphere centered on the Earth and with the same size as the atmosphere, with all needed relations to follow it during animation. Then, in the “Object” panel, the “Visibility” section is set like this:

The “Holdout” makes the masking sphere appear like the background (in this case transparent, as usual with view layers). In unchecked every other boxes except “Camera” to avoid interference with lighting.


I did the same thing shown in the images above and it looked fine to me but when I went through the Triangulate options, I found that one of the possible settings combinations did produce the results you showed.

Here are both results shown with the settings.  The dialogue box that you see in the images can be accessed by using F6

If you activate Vertex Selection mode and drag out the extra vertex that is seen, what's really happening can be seen.  The model is triangulated properly but the algorithm failed to lay out the geometry properly.  Here is an animation showing this.

You could file a bug report if you like.  https://developer.blender.org/

Personally I'd prefer to locate Ideasman42 and provide him with a link to this page so he can put some thought into this when he's not working on new tools or fixing bigger problems.


How to render a collection instance but not the original collection in blender 2.8?

I have managed a way to help you with this issue. Yesterday I was trying the same thing and I realized a way to not render the original collection and only the models created with a collection instance tool.

What you need to do is put all of your original “Assets” inside another collection. Then turn off the eye icon in all of them (including the bigger collection parent) and then turn off also the camera icon (for it not to appear on the render) but only in the parent collection and not on the assets themselves.

This means that blender will not render anything that is inside that collection but still if the objects inside are on it will interpret as if they were rendering so it will render the instances of that particular asset.

If it is not clear enough I will share an image :p

The prop collection is filled with my original assets and the workspace collection is filled with the instances created with the collection instance tool

If its is not clear repost and i will try to explain better


Control several different materials via one slider

If using node materials you could use a node group:

Simply creating a the group containing just a RGB node.

Add > Input > RGB and Add > Group > Make Group.
or ShiftA, I, R (if it gives you Render Layer Node, then it's G), CtrlG.

Go to parent node tree (leave the new group)
For each material Add > Group > (Group Name) and use that as your color.

Edits to the group will effect all instances.


Rigging Car wheel, local axis and child of

In the Transformation constraint on the Tyre object change the Mix entry from Add to Replace.
Edit: Oops, just noticed that messes up the rotation around the z-axis. But you can use a Driver instead.
First remove or turn off the Transformation constraint.
In the 3D Viewport select the wheel(s) object. Then click the Item tab of the the tool-shelf panel (or N-panel). Right click the relevant rotation axis (x in this case) and choose Add Driver.
In the Driver window click on the driver (X Euler Rotation in this case). Then click on the Drivers tab of the N-pannel. Set the type of the driver to Scripted Expression. As the Expression write -var * 1.72787". As Driver Variable Type choose Transform Channel. As the object choose the WheelController (or MainController) Object. As Type choose X Location. As Space choose Local Space.
Now the wheels should rotate according to tot the orientation an direction of their controller object (while not rotating around a unwanted axis when the controller object does so; sorry for my initial advice)


Can’t position Gradient Texture on Object (eyeball) properly

Your issue is position of UV map.

Tutorial (and you) are using UV texture coordinates, but your UV map is not placed in center of "UV Editor". Since you move the front part of eye in a center it matches.

BTW instead of UV I would rather use Texture Coordinates

type Generated (Loc -0.5 / -0.5 / -1)

or easier type Object (Loc 0 / 0 / -1)


Why won't my textures work in Blender 2.76

You might have missed this step.

For every new mesh you create, you need to apply at least one material. Without
the material applied your texture panel will be empty. This is the confusing part of blender. Though it can be improved, after working with blender for a while, I find it fairly easy to use.

TAKE NOTE

There are 2 Panel you need to be aware of whilst starting to learn about material. The material panel and the textures panel are separate panels, but
they work together.

Also I am assuming that since you are a new user, you would be on Blender Internal Render engine and not cycle. Hope this helps.


Fluid simulation only affects certain parts of a mesh?

First, I noticed that your domain is very large. Only make it as big as it needs to be. Extra space means unused voxels using CPU time and slowing down your simulation calculation.
Second, there was a misunderstanding about the subdivision. You want multiple voxel subdivisions on the domain. Yours is set to 180. More subdivisions of the simulation via this setting means more, smaller voxels, which means your fluid will look less like Minecraft (gigantic 1m voxels there). The current setting is likely plenty for a domain around this character, but maybe not if it’s so huge. If the voxels are bigger than the thing emitting fluid it may not work as expected.
PS: Don’t subdivide the domain mesh directly in edit mode as it won’t influence the simulation but only increase your poly count.
Thirdly, make sure the model is manifold, and that the normals are calculated correctly. That is, no open faces, no duplicate vertices (try Select All, Merge -> By distance), and no intersecting mesh. Once you’re sure of that, Select All, and go to Mesh -> Normals -> Recalculate outside. Normals mark which direction of a face is outward, and I believe fluid sim pays attention to them.
Grace…


Everything is already in a single folder. You could just install Blender and copy that old preferences folder. On Windows it's
C:\Users\[YOUR USER NAME]\AppData\Roaming\Blender Foundation\Blender\[VERSION NUMBER]\

This may exclude some more complex add-ons that come in few parts like some render engines.


Thoose jagged artifacts are happening because you're trying to push the geometry over its natural boundaries: the mesh should remain evenly spaced, manifold, without overlapping and intersecting geometry.
This can be reached with more subdivisions and an accurate building of the strokes.
3k vertices is extremely low for a sculpt, this level should be used only for defining main planes and forms, further details need lot more geometry, it's usual to go up to 100K for a mid detailed model, and more than 1 milion for a full detailed one.
Make some experiments to check which is the number of vertices your machine can handle without crashing or lagging, and make use of Dynamic Topology, which adds geometry only where you sculpt.
During learning process, I find it useful to turn on the geometry viewport overlay, to better see the effects of strokes and dynatopo.
Be aware anyway that fixing the problem with so little geometry is simply impossible.


You can select the objects that share the same animation and press U> Object Animation.

Alternatively, you can open the Dope Sheet Editor, change to the Action Editor view and press the number next to the action name (which represents how many objects are using the action) to make the Action a single user:


I don't think it is locked to 22000. I have personally rendered image 43000 + pixels in one dimension.

Biggest picture i rendered was around 30000x10000. All those was in multi layer EXR and .png

The bigger problem i found is saving those images. Blender crashed on me when i saved images this large. I have to render it in parts and compose whole image after.


Is Blender a good solution for bringing hand drawn illustrations to 3D life?

You certainly could. Import your "hand drawn" textures on to planes. Then just position them in 3D space. Animate the camera moving around and your effect is about done. Depending on how much movement you may want to add a Track To Constraint to each of your planes, set the constraint to the camera. That will make the planes always point at the camera.


Rendering series of images with objects in different positions

Yes, create an animation to easily render each image that you want. An animation is simply a series of still images that when displayed briefly in succession provide an illusion of movement. As you only want a series of still images you don't need to do any fancy smooth transitions, just position how you want things for each image.

Start at frame 1, position your objects and camera as you want, then A to select all objects and I->LocRotscale to keyframe everything. Go to frame 2 and position things the way you want the second image and insert keyframes again. Repeat as many times as you need, then adjust the end frame to match how many frames you have setup and have the output file type as still images. When you use the Render Animation button blender will render each image for you.

While you can use timeline markers to switch cameras during an animation, I expect you won't need that, just position and keyframe the camera the same as every other object.


O.k. got it. The hint of Gorgiuos sent me to the desired direction. If I duplicate the object LINKED (Alt + D) then I can switch different options to the scenes and don't have to care about mesh updating between scenes and rising file size.
Thanks so far.


How to import svg file with same thickness

There is no such thing as "line thickness" in Blender; Blender is a 3D modelling software, not a 2D Illustration or Graphic design application.

Only way I see you can simulate a stroke in Blender is using beveling either through a simple Bevel Depth or through a Bevel Object

You batch set Bevel Objects for more than one curve at a time by pressing Alt while clicking the field or the picker icon, or you can copy the from an object to others by right clicking and choosing the option Copy to Selected.

If possible join all curves into one single object and then assign the Bevel Object in a single step, otherwise manually assign one by one.

You can just draw a simple straight line segment curve object and assign it as bevel object to simulate a "flat thickness". You can control final thickness per vertex by changing the per-vertex radius property.

Otherwise, if you don't mind a 3D-like circular-section bevel, you could just select all objects with the same thickness and bevel all curves simply with the desired Bevel Depth. This property can be batch assigned to all selected objects by pressing Alt while clicking the value button.

Alternatively you can convert stroke thickness to path in Inkscape and import it as actual geometry, at the expensive of editability and ease of working with the curves.


Problem with Normals - pointed appearance

It seems that the normals are inverted, try this:
Hit (Tab) to enter edit mode, (T) to show tools, go to "Shading/UVs" tab, hit the buttons Normal: (calculate) then (flip direction).


This feature is not officially in Blender yet, but probably the behavior will not change when it is added.

With a regular monitor, only Anaglyph will give you the 3D effect, and for that you would use the typical red-cyan anaglyph glasses.

The other display modes are meant for 3D monitors or projectors, and you would pick the display mode that works for your device. Those devices would come with the appropriate glasses if they are needed.


Is there a way to copy UVs between maps on the same object, or merge maps into one?

You can copy UV maps from one object to another (provided their vertex count and index match) by selecting one object, then shift+select the second.

I press spacebar - type in "UV" and select "Transfer UV Maps".

I'm not sure but I think the order is copy from object 1 to active object. You may have to experiment to find out the correct selection order (use UNDO). It will copy to the currently selected UV map in the "Object data" tab.


Trouble Proportionally Scaling with Python

In the comments, @batFINGER pointed out that I could achieve what I was looking for by multiplying the object's "scale" parameter by the ratio required to give me the correct height: e.g., obj.scale *= ratio. This worked perfectly for me. See the comments for a slightly more in-depth discussion.


I believe if you use Blender 2.55b you can export as .anm

https://download.blender.org/release/Blender2.55beta/
Any version after that had a complete API overhaul and export as .anm likely got lost for some reason or another.


It is not possible to connect 2 bones at the tip together, you would have to rotate the bones by 180°. May I ask what the purpose is? Maybe I could help you with your problem.


Do NOT extract the zip file of a downloaded add-on unless told otherwise in the installation instructions!

Instead, just go to "User Preferences - Add-ons" and use the "Install Add-on from file" button. Navigate to the folder to which you downloaded the add-on, double-click on the zip file and activate the add-on.

Do NOT try to install add-ons in Blender 2.80 that aren't made specifically for Blender 2.80!

If the instructions tell you, that an add-on is not yet ready to be used in Blender 2.80, it means exactly that.*

Instead, use the Blender version that is required for the add-on to work.

How to clean up your messed-up installation

Exit Blender, then go to your "Blender\2.xx\scripts\addons" folder and delete the folder/script. Start Blender and check "User Preferences - Add-ons" and look for the add-on. It should be gone.

*In your case, MESHmachine does not support Blender 2.80 yet.


"Edge loop vertex count mismatch" Error

"Edge loop vertex count mismatch" error occurs when the number of selected vertices of the two edges you want to use Grid Fill on are not equal, as seen here:

So, maybe you have a vertex selected on one side that's not selected on the other side.


Problem with normals / smooth shading ( visible triangles on flat surface )

Yup, it's the n-gons.  One workaround is to select the edges that you want be sharp, hit Ctrl-E, click "Mark Sharp", and then enable "auto-smooth" under the mesh data.
Hope that helps!


Another take

Before closing as dupe, thought I would put together another take on this for example sake.

Added a method that simply yields n copies of the given object with a new name and suffix.  If linked is False the object copies all share the same mesh.

import bpy
from bpy import context

def object_duper(ob, name, n=1, linked=False):
    assert(ob)
    for i in range(n):
        copy = ob.copy()
        if ob.data and linked:
            copy.data = copy.data.copy()
        copy.name = f"{name}_{i + 1}"
        yield copy

# testing

ob = context.object

for o in object_duper(ob, ob.name, 5):
    context.scene.collection.objects.link(o)

This method simply dupes the objects which will naturally be added to bpy.data.objects collection. I have not put in the link to collection.  Could emulate your answer method with, and pass the collection

def dupe_n_link(collection, ob, name, n=1, linked=False):
    for o in object_duper(ob, name, n=n, linked=linked):
        collection.objects.link(o)

Can think of many reasons to create multiple duplicates, may not always wish  to add all dupes to same collection, may wish to add one to each collection

ob = context.object

colls = bpy.data.collections

for c, o in zip(colls, object_duper(ob, "Basis", n=len(colls))):
    c.objects.link(o)


How to switch to another camera in blender game engine

The scene actuator allows you to alter the active camera.


Blender building error 'fatal: unable to look up git.blender.org (port 9418)....or WSAStartup failed' Win64

ok it turns out that there was an bug with the latest release version of git (v2.19.2.windows1) in which it was unable to open git:// urls
i actually found the solution on devtalk forum, which has a dedicated place for building blender issues, heres the thread


how do you spin-duplicate an object to make a grenade?

As Sandro suggested: the objects scaling (marked in the image) causes the - in this case (as Kheetor mentioned) - undesired outcome.
Your object is scaled to about 45% of it's original size, so every iteration of the array is scaled to a 45% again, getting smaller and smaller every time.
Select the object and press 'ctrl+a', then select 'Scale'.

Next Step: Your object and the "rotation object" need the same origin. Go into edit-mode and move all geometry to the edge of the circle:

Then just rotate your circle around the Z-axis:


To have consistent scale, create an Empty in your scene and make it control the texture scale.

Create an Empty
Edit your material by adding an Input>Texture Coordinate, using the Object socket and linking it to the Empty in the "Object" dropdown

Scale (, Rotate, Move) the Empty to make the feature the size you want. This will apply in a coherent way to both objects that share that material.

Big Empty

Small Empty

Note: if your object is going to be moved in animation, and you want the texture to stick to it, then you should either (1) parent the empty to it, (2) consider following Mark Jackson's answer (although you will need to adjust the proportions of the texture manually), or (3) use an UV map.


How to reassign general confirm function from "Enter" key?

You can do this by going to User Preferences > Input and changing Name to Key-binding and typing the word enter into the text box.

Sadly you will have to change every single instance to your new command by hand unless someone else can come up with a script to do it automatically.


Best way to bevel corners for rendering imported CAD models?

As mentioned by Mr Zak, the problem here is your topology which, as is common importing from CAD-Like solid modeling applications, is quite messy and unfriendly for mesh based subdivision modeling.

Ideally you should bevel directly in the CAD application, as it is the most accurate and geometrically correct way to do it, otherwise, cleaning up your mesh may give some positive results.

After importing enter edit mode on your object and press Alt +
J to convert all triangles to quads.
Then add a decimate modifier and set it to Planar, adjust the angle limit to a desired value, not to high as to remove too much detail from your geometry, not to low, as to leave too much geometry for beveling (around 2º worked fine for me)
Add a a bevel modifier and set the Limit Method to Angle


Rigged Blender model doesn't preserve volume when exported as FBX

It's a weighting issue: the cylinder is weighted to the cylinder bone AND to the grip bone, while it should be weighted to the cylinder bone only (the same applyes to the trigger and the Thingy).

You can remove thoose unwanted weights, but as the animation has been done with them, it will have to be redone or twicked.

The difference between the blend file and the FBX probably has to do with the normalization between weights that Blender does as default, while the FBX format breaks.


There are several things causing this:

Lenses have no thickness (as pointed out by Jerryno)
Rendering caustics is hard

Lens geometry

In the real world the lenses are likely solid objects separate from the goggles, merely fastened into place within the goggle frames by some means.

So model virtual lenses separately and put them in the virtual goggle frames:

Start by making the goggle frames solid on their own, without any lenses:

Then model a separate lens mesh and put it in the frame. It shouldn't be connected to the frame (if you hover over it and press L, it and only it should be selected):

Ensure that the eye mesh doesn't intersect the lens:

Caustics

Even with all that, a normal glass shader will still likely look dark without lots of samples. This is due to the fact that the only way for light to get behind and illuminate the eyes is by refracting through the lenses then reflecting back out, which is a fairly unlikely path for a ray to take.  See this question for more detail.

To work around this, use a setup like the one described in How to illuminate the darkness inside glass objects in Cycles?:


What are all the possible string you can use for bl_context?

Op here I found the answer here at the bottom of this Blender3D Noob to Pro, right after I posted this question. I guess I should of done a tiny bit more research haha.

  bl_context    "mesh_edit", "curve_edit", "surface_edit", "text_edit",
  "armature_edit", "mball_edit", "lattice_edit", "posemode",
  "sculpt_mode", "weightpaint", "vertexpaint", "imagepaint",
  "particlemode", "objectmode"


No matter how many lights or suns I add, this shiny model stays dark

Wild stab in the dark:

I think you only have mostly reflecting materials in the scene. They act as mirrors and mirrors are only as bright as the stuff they can reflect. You don't have anything bright in your scene to reflect. Just for fun, add a few big planes with diffuse shaders into the scene that are sufficiently lit and see if there's a difference. Alternatively you could crank up the brightness of the world color which, right now, is what gets reflected.

Your lamps seem to work fine since the small areas where they reflect into the camera are burnt white. Problem with mirrors is that they only show the light when the lamp is on the other side of the mirror with matching angles so that it can reflect into the camera. think of where the sun is on a sunset at the beach.

Another way is to use a mix shader (glossy/diffuse). That'll help directing much more light into the camera.


Editing an imported 3D character which was made with photo shoots

It sounds like you have a 3d scan. Most likely the model will be completely unsuitable for animation in its current form.

You need to create a lower res model with topology suitable for animation using retopology. The basic idea of this is you create a new, simpler mesh, that follows the overall shape of the original mesh (usually using either the shrinkwrap modifier or the snap to surface function in edit mode).

The full details of this are too complicated for a single answer here but there are plenty of tutorials around on the net. I'm hesitant to recommend any because I haven't watched any of them myself. There is a paid CGCookie one, which will probably be decent, but I'm sure there is plenty of good free stuff on youtube.

Once this is done, you can bake normals/displacements/textures from your original model to the new model. http://www.blenderdiplom.com/en/tutorials/all-tutorials/585-normal-baking-using-the-blender-internal-renderer.html looks like a good starting point here.


I had the same. Searching for a clue I saw your question but I solved it (in my case). I think you need to flip the normals of your object in Blender.  In Edit mode select all sides go to MESH -Normals - Flip. Export your object as STL and try again.


Fill Gaps between Meshes with smooth surface

It looks like, there are vertices connected with edges and a face on the inside of your model.

This could have happend, when you extruded a face and then cancelled the action. Canceling the action only reverse the move position, but would have given you an extruded face at the exact same position.

You have to remove any unwanted faces/edges and possibly reconnect your vertices in that area. To do that, in Edit Mode, switch to Face Selection Mode (in the menu bar of the 3D View). Then select one face after the other in that area and move them around (G). This way you could easily identify misplaced faces. Remove a face by  RMB selecting it and pressing X > Faces.


As MrZak said,  Make sure Auto Smooth is turned on, (for manual edge split, the angle should be 180) ... For Auto edge split (Ie: blender decides where to split the edges) I find that an angle of 60 to 80 degrees works mostly, although it depends on the mesh :)


Putting the Metaball panels in the Properties sidebar - object has no attribute meta_ball

Some context properties are only available to the 'PROPERTIES' space, particularly the data types context.mesh, context.speaker context.meta_ball to name a few.... Another would be be context.world.

Simply use

metaball = context.active_object.data

and in poll check that

context.active_object and context.active_object.type == 'META'


How to remove these line shading artifacts?

Delete everything. Make same sphere like you did. Don't divide it into triangles. Use proportional editing tool (shortcut "O") for every change with vertices. Go right click => SHADE SMOOTH. Add subdivision surface.


You could use a couple different methods:
Boolean modifier:

Add a boolean modifier on the object you want to cut a hole in,

Create an object to "subtract" from the main object

Set that object in the boolean modifier. You can press E while hovering over the object selection field to set the field by clicking on an object in the 3D view.

knife project tool:

Add a circle or some other object to define the outline of the hole

With the circle selected, ⇧ Shift select the object you want to cut a hole in and enter edit mode (↹ Tab)

Select the faces you want to cut, then click knife project in the tool shelf. If you want to cut all the way through the mesh, enable Cut through in the redo panel (F6)

Then select the newly cut edges with ⎇ Alt⇧ Shift RMB and press W> Bridge edge loops to connect the ends of the hole.

Face intersect tool:
This feature will be added in 2.72, but until then you can use it in the latest development builds.
This is essentially like the boolean modifier, except it works in edit mode.

Here is a nice video made by the author of this feature, explaining how it works.


How do I hide objects in the final render?

Make a new collection and move the other objects to it. Then when you want to render, disable (not hide) the collection.

Alternatively, you can enable the "Render Disable" icon in the outliner by first selecting the "Filter" tab and clicking the render toggle icon (the little camera)

After this, the camera icon will appear in your outliner next to your objects (where the viewport hide "eye" is). Click it to toggle whether or not the object will be hidden in the render:


What's the "Convert Float" checkbox in the VSE for?

That option enables you to process image adjustments using 32bit float precision.

Why would you want that?

Most consumer video formats create 8 bit images. In 8 bit images each channel (Red,Green or Blue) is limited to 256 values.

In 8 bit the number of possible colors is 16 million. While it might sound like a lot of, you'll find that it is not enough, specially when dealing color transformations and compositing, you'll see artifacts like banding, along with some other inconsistencies.  By converting the image to 32bit float the number of available combinations is over 4 billion...

In other words: Color operations in 8 bit (or even 10 bit for some video formats) will result in posterization and rounding errors, due to the very limited amount of possible values. By carrying out the adjustments in 32bit float you are increasing the precision of color operations.

Enabling float data does have the penalty of using more computing power and memory, so depending on your computer be aware of a possible slowdown on performance.


Arrange selected vertices in a curved shape

Another option is:

removing the row of vertices you want to make curved
adding a Bezier curve in its place.

"Resolution Preview U" should be set to exactly $N-1$ where $N$ is the number of vertices making a side of your cube.

Also, you might want to make sure that the Bezier curve lays completely on the XY plane
converting the curve to mesh
joining the curve and the cube
reconstructing the faces by selecting the two adjacent rows and doing "Bridge Edge Loops" (must be done once per side)


How to smooth the face after boolean modifier applied?

The ngons create artifacts, try this solution (quads only):


Why is the movie in this blend file, blank?

I figured it out: Your path to the movie was wrong i.e. not relative. So while pressing P you see the movie. In attached screenshot you will see that I changed the path to //Resources/Movie.wmv. "//" means that blender starting to looking for you movie at this folder where your .blend file is. I may can upload you the project file, too. Just write a commit.


Nevermind, I found the IK bone on one of the hidden layers. :D

For anyone else with the same problem, the IK bones are on the second to panel in the layers area in the armature panel in properties


a line between the mirror looks strange, how can i fix this?

As mentioned, you don't want to CC subsurf prior to a mirror with merge.  Once you get that sorted out...

It looks like your model's midline is not at the same location as its origin, meaning that once you mirror it, the margin doesn't get merged (which is probably what you would want.)

Try changing the origin of the model.  First, in edit mode, select your "midline" verts (the margin, not really midline in your unmodified mesh) and snap your cursor to this.  Then, using the 'n' properties shelf, manually place the Y and Z location of the cursor at 0.  Leave edit mode, select your model, shift-ctrl-alt-c origin to 3D cursor, (then alt-g reset position, not strictly necessary but a good idea.)  Now your model's origin is properly set at the same X location as the actual verts making up its midline.

In situations like this, it's not uncommon to have a midline that isn't totally vertical like it ought to be.  After fixing the origin, consider scaling all of your midline verts to 0 about the center in X axis only.  (Snap cursor to center, pivot point cursor, loop select your verts, s x 0.)


Start by trying to gain as much tracks over the whole framerange as possible. Short tracks living only for a few frames are very inefficient and can be removed in the "Clean up" Panel. Also you might want to check out the "Graph" section of the Movie Clip Editor, where you can easily see and delete misbehaving tracks. Other tricks might be changing the keyframes in the "Solve" Panel or letting Blender guess the best keyframes itself. You can also try the "Refine" options beneath it. Good luck!


Preferably I would do this by setting custom seams and unwrap it from a certain viewport (orthograpgic camera top - left etc 5 on numpad and then the voewport of your choice).
If you have a seameless tiled texture instead, you may just want to avoid uv mapping completely or use it afterwards to bake your textures on your model, which means that you will be in need of a very nice and well unfolded pelt.
So, if you tend to follow the second method (since you have one seamless texture) use the mapping node in your material node editor and in case you insist for a quick unwrap, use unwrap from viewport w


How can I add / link nodes in / from the Texture Editor / Compositor?

Following example creates a new node group called NewGroup (based on How do I create a custom node group for the compositor?) for the Texture Node Tree, containing three Math nodes as well as one Distorted Noise node plugged together properly:

import bpy

# create a group
test_group = bpy.data.node_groups.new('NewGroup', 'TextureNodeTree')

# create group inputs
group_inputs = test_group.nodes.new('NodeGroupInput')
group_inputs.location = (-350,0)
test_group.inputs.new('NodeSocketFloat','in_to_greater')
test_group.inputs.new('NodeSocketFloat','in_to_less')

# create group outputs
group_outputs = test_group.nodes.new('NodeGroupOutput')
group_outputs.location = (500,0)
test_group.outputs.new('NodeSocketFloat','out_result')

# create three math nodes in a group
node_add = test_group.nodes.new('TextureNodeMath')
node_add.operation = 'ADD'
node_add.location = (100,0)

node_greater = test_group.nodes.new('TextureNodeMath')
node_greater.operation = 'GREATER_THAN'
node_greater.label = 'greater'
node_greater.location = (-100,100)

node_less = test_group.nodes.new('TextureNodeMath')
node_less.operation = 'LESS_THAN'
node_less.label = 'less'
node_less.location = (-100,-100)

node_vorn = test_group.nodes.new('TextureNodeTexDistNoise')
node_vorn.inputs[2].default_value = 10 # Set scale to 10
node_vorn.location = (300,0)

# link nodes together
test_group.links.new(node_add.inputs[0], node_greater.outputs[0])
test_group.links.new(node_add.inputs[1], node_less.outputs[0])
test_group.links.new(node_vorn.inputs[3], node_add.outputs[0])

# link inputs
test_group.links.new(group_inputs.outputs['in_to_greater'], node_greater.inputs[0])
test_group.links.new(group_inputs.outputs['in_to_less'], node_less.inputs[0])

#link output
test_group.links.new(node_vorn.outputs[0], group_outputs.inputs['out_result'])

API link - List of all available node types.

Creating the links outside of the group is basically the same. Following Operator, creates a new Output node and the group node from above as well as linking both together properly:

import bpy

# Create texture group
def create_tex_group(context, operator, group_name):

    # Create a group
    test_group = bpy.data.node_groups.new(group_name, 'TextureNodeTree')

    # Create group inputs
    group_inputs = test_group.nodes.new('NodeGroupInput')
    group_inputs.location = (-350,0)
    test_group.inputs.new('NodeSocketFloat','in_to_greater')
    test_group.inputs.new('NodeSocketFloat','in_to_less')

    # Create group outputs
    group_outputs = test_group.nodes.new('NodeGroupOutput')
    group_outputs.location = (300,0)
    test_group.outputs.new('NodeSocketFloat','out_result')

    # Create three math nodes in a group
    node_add = test_group.nodes.new('TextureNodeMath')
    node_add.operation = 'ADD'
    node_add.location = (100,0)

    node_greater = test_group.nodes.new('TextureNodeMath')
    node_greater.operation = 'GREATER_THAN'
    node_greater.label = 'greater'
    node_greater.location = (-100,100)

    node_less = test_group.nodes.new('TextureNodeMath')
    node_less.operation = 'LESS_THAN'
    node_less.label = 'less'
    node_less.location = (-100,-100)

    # Link nodes together
    test_group.links.new(node_add.inputs[0], node_greater.outputs[0])
    test_group.links.new(node_add.inputs[1], node_less.outputs[0])

    # Link inputs
    test_group.links.new(group_inputs.outputs['in_to_greater'], node_greater.inputs[0])
    test_group.links.new(group_inputs.outputs['in_to_less'], node_less.inputs[0])

    # link output
    test_group.links.new(node_add.outputs[0], group_outputs.inputs['out_result'])

    # return the group
    return test_group

# Operator
class NODE_OT_texGroup(bpy.types.Operator):
    """Tooltip"""
    bl_idname = "node.simple_operator"
    bl_label = "Add Group (Operator)"

    @classmethod
    def poll(cls, context):
        space = context.space_data
        return space.tree_type == 'TextureNodeTree'

    def execute(self, context):
        tree_id = context.space_data.id
        nodes_list = tree_id.node_tree.nodes

        # Create Output Node
        out = nodes_list.new('TextureNodeOutput')
        out.location = (200,100)

        # Create Grup
        custom_node_name = "my_node"
        my_group = create_tex_group(self, context, custom_node_name)
        grp_node = nodes_list.new('TextureNodeGroup')
        grp_node.node_tree = bpy.data.node_groups[my_group.name]
        grp_node.location = (0,0)

        # Link Group to Output
        tree_id.node_tree.links.new(grp_node.outputs[0], out.inputs[0])

        return {'FINISHED'}

# Panel
class NODE_PT_customPanel(bpy.types.Panel):
    bl_idname = "NODE_PT_customPanel"
    bl_space_type = 'NODE_EDITOR'
    bl_label = "Custom Panel"
    bl_region_type = "UI"
    bl_category = "Custom Category"

    @classmethod
    def poll(self,context):
        return context.object is not None

    def draw(self, context):
        layout = self.layout
        layout.operator(NODE_OT_texGroup.bl_idname)
        layout.separator()

# Register
def register():
    bpy.utils.register_class(NODE_OT_texGroup)
    bpy.utils.register_class(NODE_PT_customPanel)

def unregister():
    bpy.utils.unregister_class(NODE_OT_texGroup)
    bpy.utils.unregister_class(NODE_PT_customPanel)

if __name__ == "__main__":
    register()

In order to use the generated node texture from above directly in the Compositor, you have to create a new Texture node and assign the texture to its slot:

# Operator
class NODE_OT_texGroup(bpy.types.Operator):
    """Operator to generate a texture and add it to the Compositor"""
    bl_idname = "node.simple_operator"
    bl_label = "Add Texture (Operator)"

    @classmethod
    def poll(cls, context):
        space = context.space_data
        #return space.tree_type == 'TextureNodeTree'
        #return space.type == 'NODE_EDITOR'
        return space.tree_type == 'CompositorNodeTree'

    def execute(self, context):

        # ---------------------------------------------------------
        # Generate the texture
        # ---------------------------------------------------------

        # Create the texture
        my_texture = bpy.data.textures.new('TextureName', 'IMAGE')

        # Enable use nodes
        my_texture.use_nodes = True

        # Get the tree
        tex_tree = my_texture.node_tree

        # Clear default nodes
        for node in tex_tree.nodes:
            tex_tree.nodes.remove(node)

        # Create Output Node
        out = tex_tree.nodes.new('TextureNodeOutput')
        out.location = (200,100)

        # Create Group
        custom_node_name = "my_node"
        my_group = create_tex_group(self, context, custom_node_name)
        grp_node = tex_tree.nodes.new('TextureNodeGroup')
        grp_node.node_tree = bpy.data.node_groups[my_group.name]
        grp_node.location = (0,0)

        # Link Group to Output
        tex_tree.links.new(grp_node.outputs[0], out.inputs[0])

        # ---------------------------------------------------------
        # Compositor
        # ---------------------------------------------------------

        # Enable use nodes in the compositor
        context.scene.use_nodes = True

        # Get the tree
        comp_tree = context.scene.node_tree

        # Clear default nodes
        for node in comp_tree.nodes:
            comp_tree.nodes.remove(node)

        # Create the texture node
        comp_node_texture = comp_tree.nodes.new('CompositorNodeTexture')

        # Assign the newly created texture
        comp_node_texture.texture = my_texture

        # create output node
        comp_node_out = comp_tree.nodes.new('CompositorNodeComposite')
        comp_node_out.location = 400,0

        # link nodes
        links = comp_tree.links
        link = links.new(comp_node_texture.outputs[0], comp_node_out.inputs[0])

        return {'FINISHED'}


Not sure it is your problem but usually (in my use case) when you can see a texture in Texture paint and not in Object mode, it is caused by the viewport shading settings.


Rendering Layers while compositing showing overlaping Problem!

You have enabled masking option for layer with red box, but forgot to enable it for layer with green box.


Driver for half-speed rotation of gear completes two half rotations

So when you use a driver from a transform, there's two different ways to do it.  One is to drive from a transform channel, which is what you're doing currently.  The other way to do it is to drive directly from a single property (in this case, a rotation channel.)
The difference between these two things is that a single property is basically your fcurve value-- more or less, the raw number that's being animated-- while a transform channel has constraints run on it, and is "cleaned up".  By cleaned up, one of the things that I mean is that any rotation is remapped to the -180, 180 range.  So 380 degrees of rotation turns into 20 degrees of rotation, which is the same ransform, right?  Well, it is, unless you're doing math on it, which you are.
In order to get what we want from gears, we can't use the transform channel.  We have to use the raw, "single property" value.  Unfortunately, that means that a few other things in your rig have to be changed.  Yes, one of those things is the rotation mode of the bone that is ultimately driving this.  (But you don't want a quaternion for this anyways-- Blender's quaternion implementation makes it impossible to get flat rotational velocity from quaternion rotation, and that's usually something people want out of the gears.)
Let's start by fixing up the bone.  Clear rotation, delete all keyframes.  Change rotation mode to ZYX Euler (because we're only ever going to rotate this in the Z axis, we want the Z rotation to come first.)  Keyframe its rotation at 0 degrees on frame 1, then advance to some future frame, give it a Z rotation of 360 degrees, and keyframe that new rotation.  Or, 720, or 1440, for good numbers to test the replacement driver.
Now let's fix up that driver.  Because we're going to be using raw values rather than world space transforms, we can't drive from a child of the bone.  That child never has any raw numbers other than zero for its rotation.  We need to drive from the bone directly.  So delete your driver on gear_ring.  Then select your bone in pose mode and right click in its Z rotation field (in properties, or in the sidebar) and select "Copy as new driver."  Then select your gear_ring object and right click in its Y rotation field and "Paste as new driver."
Test it out real quick.  Not quite right.  Select the driver ("Y Euler Rotation") on the left margin of the driver editor.  Then open a driver editor sidebar and switch to its "Drivers" tab.  Change the type of driver to a Scripted Expression, then change the expression to rotation_euler/2 .  Now, instead of being equal to your keyframed rotation, it's only half of your keyframed rotation.
Repeat with the inner gears.  They get the same kinds of drivers, but their expression should be rotation_euler * 2 instead.


Mirror modifier not copying faces - just vertices and edges?

To preview the mirrored geometry, click on the right button in the header of the mirror modifier: Adjust edit cage to modifier.


You definitely need more then one face to fill that side, I used six.

The best way to fill that shape would be to look at your model, and think about what edges you need where, then decide what faces should go where. You should be thinking about edge flow, and face loops for your entire model.

In this gif I added two edges on the bottom, then by selecting two edges at a time pressing F, filled the side with new faces.


The Collision Effector surface thickness has to be at least 0.5 Thickness, which I have reported as a bug. And I have no idea why the default Sampling Substeps is '0', when I find that is often insufficient.


Warning when applying modifier via Python?

No errors here. Make sure that the context is set to Object Mode and save the file:

import bpy

# set context
bpy.ops.object.mode_set(mode='OBJECT')

# get active object
target = bpy.data.objects['Icosphere']
bpy.context.scene.objects.active = target

# apply modifier
bpy.ops.object.modifier_apply(modifier="Subsurf") # apply_as='DATA'

# save the file
bpy.ops.wm.save_as_mainfile(filepath=bpy.data.filepath)

Command line:

blender -b <path-to-blend-file> --python <path-to-python-script>


The devs removed the ability to add the current scene as a strip. Try from another scene.


Change origin/pivot point without using 3D cursor (or basically the GUI)

try this .. bpy.context.scene.cursor_location = (0, 0, 0) in edit and object mode.


Use the Lamp > Shadow > Soft Size setting. By default for a sun lamp, it is set to 0.1, which produces sharp shadows. Increasing that number will make the shadows cast by that lamp softer.

Note: in order for you to see the softer shadows in your render, you need to increase the Lamp > Shadow > Samples value to something higher than 1.

Example: Soft Size = 0.1

Example: Soft Size = 5.0


Material shown in material mode but not render mode

You can't use a mix shader node to mix RGB (image or texture) information.

Use a Color>MixRGB node instead.

You shouldn't mix data types when connecting nodes. Green goes with green, yellow with yellow and so on.

read:

What is the meaning of the color of the node sockets in the node editor?

and

Cycles - (Shader) Nodes - inputs outputs - What are the exact data types?

and

https://docs.blender.org/manual/en/dev/editors/node_editor/nodes/parts.html


how to match the scale and position of background images

I deal with background images by setting them to the same size before starting Blender in an external image processing package like Gimp. In your case, Ixd adjust the right view by enlarging the front view by padding the right view by adding 93 pixels on both sides of the image, so that the right view has the same dimensions as the front view, that is 310 x 506 pixels. This will make it easier to line up the images with the views.


How can I merge several UV images into one UV image?

General workflow:

Add a new UV map
Unwrap all of your model into one texture space
Create a new texture (empty)
Bake your materials into that texture

If you struggle post your .blend file and I'll have a look what needs to be done.


Want to shape this spiderman lens around the Faceshell so it fits perfectly against the shell

You could scale the lens shape up on the y(?) axis to make it like a tube, move it so that it crosses the faceshell where you want it, then put a boolean modifier (subtract) on it so that it has one side flush fit. Next, delete all the other faces, then extrude what you have left to the desired thickness.


How to have sharp shadows in cycles with HDRI

When you use an HDRi as environment texture you are you are mapping an image in a giant sphere that surrounds the scene and emits light, so every pixel from the image contributes to the lighting in the scene.

As explained in the comments the sharpness of the shadows is directly related to the size of the bright elements on the image. An HDRi of a sunny blue sky will give you a sharp shadow, an image of an overcast or shady environment will give you softer shadows.
Other than controlling the intensity and placement of the image in the world, there are no built in tools to change the quality of the shadows.


Use add primitive cylinder to make a prism

Basically by definition a cylinder in blender is really a regular ngon prism.  Therefore, to add a prism via the UI, simply add > mesh > cylinder with the amount of sides you want the ngon end to have. For example for a triangular prism

This is a simple call to the  operator:

bpy.ops.mesh.primitive_cylinder_add(vertices=3)

change the value of vertices to make other ngons on the ends of prism.

And via the bmesh API with bmesh.ops.create_cone

Rather than having a create cylinder bmesh has a create cone, which allows us to create a prism by setting the end radii the same.  Simple code to add a triangular prism.

import bpy
import bmesh
context = bpy.context
bm = bmesh.new()
bmesh.ops.create_cone(bm,
        cap_ends=True,
        cap_tris=False,
        segments=3,
        diameter1=1,
        diameter2=1,
        depth=2)
mesh = bpy.data.meshes.new("Prism")
bm.to_mesh(mesh)
prism = bpy.data.objects.new("Prism", mesh)
# link to scene
context.scene.objects.link(prism)


Go to the Properties panel > Render Layers tab > Layer dropdown and erase BoneMaterial as your Material:

From the Wiki (regarding Material Override):

Overrides all material settings to use the Material chosen here.
Examples of where this might be used:

To check lighting by using a plain diffuse material on all objects

Render a wireframe of the scene

Create a custom render pass such as an anti-aliased matte or global coordinates.

You had inadvertently changed every material in the scene to one that did not render correctly.
EDIT:
Newer versions of blender don't use layers, but "collections" so the override function is in the scene>View Layer section.

Additional info:
Where is the Layers panel in Blender 2.8?
2.8 - Is it possible to assign (override) a material to a whole collection?


make vertices have the same number of weights

Bones deform vertices that belong to a vertex group of the same name as the bone. You can manually assign and adjust the weight a vertex has for each group.

While in edit mode the vertex groups panel looks like this -

The assign button will assign the selected vertices to the selected group with the current weight setting. The remove button will remove the selected vertices from the selected group.

In the properties sidebar there is a Vertex Weights panel that can help, it can be elusive as it only shows if a single selected vertex is assigned to one or more vertex groups or multiple selected vertices that belong to the same group (only the one common group will show).

There is also the show vertex groups weight addon which you can download from here.


Go into the Properties panel > Object Data > Geometry Data > and Clear Custom Split Normals Data, it will reset the split normals which I guess created the problem:


How do I make a clip extension using an image texture node in Blender render?

Scroll down your material panel to Image Mapping and change Extension from Repeat to Clip


Cloth on an armature are deforming with ripped edges when armature pose is changed

The problem is the mesh of the clothes. It's solidified (2 faces, inside and outside), and quite dense. The mesh is also separated (sleeves front & back, shirt front & back, pants legs front, ...). This messes up the weight paint and the armature can't deform the clothes properly.
For animation, you want a rather low-poly mesh with a baked normal map for the wrinkles. Bake it from the high-poly version with the cloth simulation. Already 10-15k vertices can look nice. In Blender, you can add a Solifiy and Subdivision Surfaces modifier after the Armature modifier if more geometry is needed. This will not mess up the weight paint and animation.
If you have the source for the simulated clothes in another blend file you can add it to your scene (menu: File → Append...) and work with this.
If you have only the FBX file to import it.... well, that's bad because you have to fix it manually and this is some work.
There are several issues with the clothes:

the mesh is solidified. That's the worst problem. It causes this "underlay" issue. Because of this, you would need to weight-paint it inside and outside. Fix: not sure, remove the inside manually?
it's a high-poly, dense mesh and has a Subdivision Surface modifier on top of this! This boosts the number of vertices to about 700,000! Such a high poly count slows down the animation a lot and is not needed. Fix: Remove the Subdivision Surface modifier
there are 12,399 duplicated vertices. Fix: Go in Edit mode, select all vertices (A), and do a Merge By Distance (M)
the buttons of the clothes have "threads" that consist of 2,736 loose vertices (no faces, no edges, just a heap of verts). For some reason I don't know you cannot get rid of them by using the menu Mesh → Clean Up → Delete Loose (Blender 2.92.0). Fix: But you can select them all with the menu entry Select → Select All by Trait → Loose Geometry, and delete them (X, Vertices). If you want threads you can model them easily with a few vertices (it's just an "X")

After the easy clean-up, the mesh has about 160,000 vertices. If you want to improve it more you need "un-solidify" it. For the shirt is can be done by adding UV seams at the bottom of the sleeves and the neck (in Edit mode, select the edge loops, then U, Mark Seam), then you can select the inner faces when you hover the mouse pointer over the mesh and press L. Finally, delete it.
But the pants are a pain because at the cloth seams the mesh forms a cylindric shape that is inside of the mesh. The worst is that it is connected to the outside (red on the screenshot) and shares some faces. I don't know how you can rid of this easily. Doing it manually takes a lot of time.
View from inside of the pants, at the vertical cloth seam with inner faces


bsurfaces gpl edition , script version throwing an error

Unlike

bpy.ops.gpencil.surfsk_add_surface(edges_U=50, edges_V=20, cyclic_cross=False, cyclic_follow=False, loops_on_strokes=True, automatic_join=True)

this

bpy.ops.gpencil.surfsk_add_surface('INVOKE_DEFAULT')

this works from script as well

but one drawback is we will not be able to pass edges_U & edges_V from code

for that I modified the addon itself in line 2970

self.edges_U = bpy.context.scene.edges_U
self.edges_V = bpy.context.scene.edges_V

I do the required calulcations and store them in bpy.context.scene & assign them in the addon code.

Hope this temporary hack can be used until the original authors fix the addon.


Why doesn't the image in the UV Image Editor appear on the object in the 3D View in 2.8?

Two ways I can think of:

1) In the viewport overlay settings on the top right, click on the down arrow to expand the shading settings, then check texture on the color group.
2) Or, even more simply switch to LookDev mode nearby to show applied textures on the material.


How to Delete Color Stops of Color Ramp using Python

You can remove them but not the last one.

If cr_node is the color ramp node, stops are stored in cr_node.color_ramp.elements.

You can remove the element n by:

cr_node.color_ramp.elements.remove( cr_node.color_ramp.elements[n] )

But if you attempt to remove the last one, you will have this error message:

RuntimeError: Error: Element not found in element collection or **last element**

So you need to keep it and change its values:

cr_node.color_ramp.elements[0].color = your color
cr_node.color_ramp.elements[0].position = your position


Why my blender user preferences input panel is blank?

Try resetting them to factory defualts:

  1) To reset interface AND the current opened file: File > Load Factory
  Settings;
  2) To open a file without loading its interface: File>
  Open, then untick the "Load UI" in the left of the File Browser
  window.

  Ctrl+U saves the current file as Blender default file (the one seen
  when Blender is opened).

  Seen at:
  http://blenderartists.org/forum/showthread.php?t=202110&page=1

Or try updating your version of blender by installing the most recent version:

  http://www.blender.org/download/

Hope that helps! :)


How to select (command A) an object in the scene

To select objects that are currently visible in the 3dview, which means they are on any visible layers, you can set the select property of visible objects.

for obj in bpy.context.visible_objects:
    obj.select = True

If you want to check every object on layer[0] and still catch ones that may be hidden you can test the layer value of each object.

for obj in bpy.data.objects:
    if obj.layers[0]:
        obj.select = True

After deleting and deselecting objects you may also want to ensure that the active object is valid.

bpy.context.scene.objects.active = bpy.context.selected_objects[0]


When it gets difficult to navigate select the object you are working on and hit the "." on the num pad and it re-centers around that object.  Not perfect but makes it a little closer to usable. I'm a Solidworks user and love my 3D mouse.  Seems to work a little closer to normal but is a little slow in rotating around the object but slow is better than flying off the screen.  I'm a newbie to Blender but starting to love it.

Edit......
Attached are the settings I found to be the most like Solidworks movement. But if you start losing control hit the period on num pad after you have selected the object you are working on to get back functioning. You can play with the Free/ orbit and the Turntable but I like Free and Trackball settings for total movement.  I did have to increase the Pan and Orbit Sensitivity they were to slow.


How can I add loops cuts to all the parent selection within an object?

Shift+H to hide the everything else while your face loops selected.
Switch to edge selection mode and select one of the short edges
Shift+G to select similar and choose Length from the menu to select all the edge rings.
Hit W and select Subdivide from the menu and in the operator panel or by hitting F6 change number of subdivisions to 2 to make 2 edge loops across all the edge rings.


"Project From Cylinder" suddenly working improperly in 2.79b

You need to Set Origin to Geometry and it will unwrap (Cylinder Projection) correctly. I've never noticed that before though...


Light not passing through mirrored mesh seam

Figured out the problem. I had forgotten to set the normal map node to Non-Colour Data. I am an idiot, but at least I managed to identify the problem in case anyone else has a similar one


Why doesn't my effector work like I want it to with the new Mantaflow (Blender 2.82)?

I found out was was the problem, the normals were in the wrong direction. Once I flipped them, it worked like a charm.


Is it possible to use bpy.props.PointerProperty to store a pointer to an object?

As of release 2.79
it is possible to store a pointer to an object

Usage example:

my_pointer = PointerProperty(name="My Pointer", type=bpy.types.Object)


How to use Geometry Nodes on vertices with rotation?

actually i found solution it was blender 2.93 alpha with this nodes


From the look of your images, you are looking at your scene through the LookDev (A.K.A "Material Preview") tab. This is a setting that provides artificial lighting (not made by you) to the scene to be able to quickly preview things, but does not represent the way your scene actually is lit. To see how your scene will appear when rendered, you should preview your scene through the Rendered Preview display tab. See below:


How to disable shadows in Eevee - Blender 2.8

Shadows can be disabled for each light in the Object Data section of the settings of the respective light:

(This is only a partial answer, as it doesn't state how to disable for certain objects only.)


Movie Clip Not Showing in Background of Final Render or Output

You using the alpha channel of the render layer to the output image, effectively making transparent the area where the background image should be.


Automatic Node Distribution and Alignment

Default transforms:
You can rotate and scale multiple nodes as you can objects with Manipulate origins enabled:

You can use the usual tricks, e.g. press S X (or Y) 0 to align nodes along a particular axis. Note that the "origins" of all nodes are at the top left.
Node wrangler
This addon comes bundled with blender by default, but you'll have to enable it. It comes packed with all kinds of workflow accelerating functions and shortcuts; press ⎈ CtrlSpace in the node editor to get a menu of all of them.
One such function (⇧ Shift=) aligns the selected nodes:

NodeArrange
An experimental script recently featured which completely rearranges an entire node tree:


Forced material refreshing before render

I didn't figure out how to automatically click that button, so tried to cut/create link between Output and previous node.

This code is kind of refreshes material named "Material" before rendering (at least my case).

import bpy
def remove_link(scene):
   mat = bpy.data.materials['Material'].node_tree
   node1 = mat.nodes['Mix']
   node2 = mat.nodes['Output']
   links = mat.links
   link = node1.outputs[0].links[0]
   links.remove(link)
   link = links.new(node1.outputs[0], node2.inputs[0])

bpy.app.handlers.frame_change_pre.append(remove_link)


Curve tools: is there an add-on to join overlapping curves?

There is no function that does this. If there were it would be Merge (AltM) as can be done with vertices in a mesh object. Ideally this command should be coded into Blender natively without needing an add-on as it's such a minor operation. It would only be possible with two open-ended points though, and maybe that's the reason it hasn't been included thus far.

I suppose having an error message appear at the top of the screen when the points are not open-ended is one approach; another is breaking an existing segment in favor of forming the new one.


< My Problem >
Blender freezes whole UI of operating system.
< Solution >
I am not responsible if this damage your OS or any other thing
I have Intel UHD 630 GPU, I switched from Intel to MODESETTING driver, this fixed my issue, Try it IF it works for you , share with other people. :)
*To enable MODESETTING you have to  edit /etc/mkinitcpio.conf
Put MODULES=(... i915 ...)  below  MODULES=""
*Delete this package from system xf86-video-intel.
*Then reboot system.
< About System >
CPU: Intel core i5-8400
Ram: 8gb
Gpu : Intel UHD 630
Os: EndeavourOS
< How to revert these changes? >
*Install this package system xf86-video-intel.
*You have to edit /etc/mkinitcpio.conf
remove  MODULES=(... i915 ...)  below  MODULES=""
< Reference >
https://wiki.archlinux.org/index.php/Kernel_mode_setting#Early_KMS_start


Splitting geometry of two models which are merged together

When you have one mesh object and you want parts of it to be hidden in object mode depending on some chosen options you can use a mask modifier.

To make use of the mask modifier you first setup some vertex groups, you may be able to do this by selecting based on the material applied, otherwise you need to select different vertices and add them to a group.

Once you have the vertex groups setup you can add a mask modifier for each group, then you can easily turn on/off the different parts.

The mask modifier shows only vertices in the selected group, clicking the arrows next to the vertex group name inverts this so it hides the chosen vertices.


If you are wanting to keep their scales relative you could use the math node and multiply each scale value by a factor. For example below, I am doubling the scale of each texture, where the first math node is my factor (highlighted in yellow), and each of the next math nodes are my scale of each texture. Just change the factor in the first math node to adjust all three.


How can I know what render engine a file is made for?

First, unless the previous person used an external engine, when the file is loaded, whichever file is being used for the blendfiles will be displayed. But more fundamentally, it would seem to me that all of the files just need to have the same engine, and you could reset any that don't conform to the desired norm.


When I render my image, and select composite and combined for the render view, only one of the layers is showing

you have to use 2 renderlayer nodes and an alpha over node I guess - but unfortunately you did not show your nodetree from compositor so It s only a speculation....


i think this will solve your problem. At the Draw menu go to :

Options -> Check Post-processing menu
Subbdivision Steps (1 -> 3)
(Optional) Smooth (0.1 -> 2)

The quality of the stroke (number of points added which you can see in Edit mode) is inversly proportional to the drawing speed.
Sorry for my English, Hope it helps !


Grease pencil object is refusing visual effects

You need to be in Rendered view to see Grease Pencil effects.


Blender 2.8 How to make the object color in viewport look excatly as it is?

EDIT (NEW SOLUTION):
I was browsing the bug reports and found the answer.
Set your Workbench viewport to Flat - Vertex Color.
In the Overlay Settings set the Vertex Paint opacity to 0,
this way you are going to avoid the darkening effect of your vertex colors (if not they multiply by themselves)

This is an issue I am fighting right now with.
The vertex colors viewport rendering is a mess and the solution I found is to tweak workbench to do the dirty work.

For painting if you want to have 1:1 vertex colors set your Solid view to:

Flat
Single (White)

(Object works too if your object color is set to white, you can then at least have outlines for complex scenes)

To see the whole scene with vertex colors I managed by setting Workbench's Rendered view as:

Flat
Vertex (note if you go in Vertex Coloring mode everything becomes darker)

And in color management

sRGB
Standard

So to work on on a scene with vertex colors you will have to swap between Rendered view and Solid view - It's terrible for color picking. I hope someone will fix this.


Rotating texture in node mapping make texture gone after rotate more than 90°

I think you should rather try with the Texture Coordinate "Object" output, it looks much more controllable than Generated. Here for the manual explanation. Also don't forget to apply the rotation and scale of your object if you want the object axis to be aligned on the global (ctrlA).


Adjusting Scene Scale with BLAM to real world estimation measurement

There's actually a button in BLAM to do the first part of this.. 'Set line of sight scale pivot'.. but you can do it by hand.

Set the Pivot Center to the camera by ShiftS putting the 3D cursor there, and selecting '3D Cursor' as the Pivot Center.

Then, selecting all the objects whose dimensions you want to alter, (not including the camera,) with the counter-top active, uniformly scale (S) all the objects in your scene, until the right dimension appears in the Z of the counter-top. The size of the objects will not change in the (perspective) camera view.

You could also place an Empty at the camera, temporarily parent all the objects you want to scale to the Empty, and scale the Empty. This gives the opportunity for more accurate control.

Swipe and  Ctrl C copy the Z dimension of the counter-top into your clipboard. Select the empty, swipe all its scale fields, and type the desired dimension into all of them, followed by / and  Ctrl V ( your typed result would be '30/0.17759', if you wanted a 30mm thickness). Then Alt P , unparent the objects, keeping their transformations.

It's probably better to apply (Ctrl A) the scale of your objects when you're done, to put the new dimensions into the meshes, rather than their object transforms.

EDIT:

Please find the scaled file, with counter-top at about 35mm. Scaling did involve some steps I couldn't include in this answer without seeing the scene: adjusting clipping distances on the camera and in the view.. scaling the camera to make the view practical. The method described still applies, if you need to tweak.


It's part of the ring object. The ring has a cube in it, which is being subsurfed and distorted by the modifiers, resulting in the "egg" object.

Select the ring ( RMB), enter edit mode (↹ Tab) and delete the cube at the top.


Of course you can smooth only some faces.

Manual way:
In Edit mode, select your faces and go to Mesh > Shading > Smooth faces.
this will only affect selected faces.

Automatic way:
Go to Object Data tab, and check Auto Smooth option.
You can set how sharp edges wil be affected.
Your object needs to be set to Smooth Shading for this to work.

You can still manually mark edges you want as sharp.
Just select your edges and go to Edge > Mark Sharp.


Can you clear the System Console without restarting Blender?

Below is an example add-on that adds a button to the text editor for this purpose. Clearing the console is done with the platform specific commands cls for Windows and clear for Linux and macOS. Both are executed through os.system(command)

bl_info = {
    "name": "Clear System Console",
    "author": "Robert Guetzkow",
    "version": (1, 0, 0),
    "blender": (2, 81, 0),
    "location": "Text Editor Header",
    "description": "Clear the system console.",
    "wiki_url": "",
    "category": "Text Editor"}

import bpy
import os

class CLEARCONSOLE_OT_clear(bpy.types.Operator):
    bl_idname = "clearconsole.clear"
    bl_label = "Clear System Console"
    bl_description = "This operator clears the system console."
    bl_options = {"REGISTER"}

    def execute(self, context):
        if os.name == "nt":
            os.system("cls")
        else:
            os.system("clear")
        return {"FINISHED"}

def draw(self, context):
    self.layout.operator(CLEARCONSOLE_OT_clear.bl_idname)

classes = (CLEARCONSOLE_OT_clear,)

def register():
    for cls in classes:
        bpy.utils.register_class(cls)

    bpy.types.TEXT_HT_header.append(draw)

def unregister():
    bpy.types.TEXT_HT_header.remove(draw)

    for cls in classes:
        bpy.utils.unregister_class(cls)

if __name__ == "__main__":
    register()


Read image metadata produced by Blender?

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

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


my undo doesn't work in 2.8, except in edit mode

There is (and in 2.79 also have been) two Undo handling behaviors, which can be triggered using the Global Undo property in the Preferences. Go to your Preferences, navigate to Editing, and make sure Global Undo is checked there to get back to the undo behavior you are used to:

In 2.79, when Global Undo is unchecked, only edit mode changes would be recorded on the Undo Stack. Object mode changes then cannot be undone. In 2.80, at the moment the behavior you described is used, but this might change until final release.


How to scale an image source at a specific resolution

You can set the Resolution Size (in pixels) to the desired output size in the Scene Dimensions section of the properties window..
Using a Scale Node,  will rescale an image connected to it to the predetermined output resolution.

If you want to double the number of pixels just render at 200% (in this example rendering a 512 x 512 pixel image will result in an image of 1024 x 1024 pixels). To cut the number of pixels in half, render at 50%.

Note that if the images are a different aspect ratio than the output, you have three choices:
stretch: deform the image to match within the aspect ratio of the container)
Fit: keep the images proportions but fill the remaining either with a transparent background or with black (if the "Use Alpha" option is unchecked)
or Crop Not stretching the image, resizing to fit vertically center cropping horizontally.


How to create a gradient colour like on the picture and the apply it on a mesh

You may achieve it using the Gradient Texture and Color Ramp nodes.

Set up the material nodes as pictured below.

You may also add a Mapping Node to change the location, rotation or scale of a gradient.

Try to change the Gradient Texture's type to for example Radial, Diagonal or Quadratic Sphere and experiment with a Mapping node and Color Ramp settings for different results.

You may also add a Bright/Contrast node between Color Ramp and Diffuse nodes to make some quick color adjustments.

Here's a .blend file with the closest effect to the reference you provided:


How to get instanced object from particle system at location?

Found a python solution to get all the instances in the depsgraph. By filtering with "is_instance" you can get the names of the instance object that corespond with the source objects.

import bpy

context = bpy.context

dg = context.evaluated_depsgraph_get()

counter = 0
for i in dg.object_instances:
    obj = i.object
    print(obj.name)
    if not i.is_instance:
        print(f"Object {obj.name} at {i.matrix_world}")
    else:
        print(f"Instance of {obj.name} at {i.matrix_world}")
        counter += 1
print(f"Len of instanced objects: {counter}")


Object > Origin > Origin to geometry. The orange dots are the center of your mesh, but need to actually be where the center of the mesh is. Credit to the people in the comments.


Animate A Change In Speed (Velocity Keyframes)

You can also quickly access presets for the graph editor by pressing T on the keyboard. This will give you option like bounce, smooth slowing, and more!


Falloff object/collection instancing (Animation nodes)

You can instance collection instances using empties.
Generate empties using Object Instancer and set its instance_type to COLLECTION. Then set collection instances as instance_collection values.


Copy Rotation Bone Constraint not Smooth

If you rotate your bone B around Y and observe its rotation values in XYZ euler, you'll notice all the values change when you expect only the Y axis to change:

This is because the bone was previously rotated from its rest position. The bone rotation is represented always from its rest pose - so what those numbers are is a combined(resulting) rotation of rotating it from the rest pose and then around the Y axis.

So the first problem is that your Y channel doesn't represent the change you rotated around local Y in viewport.

The other problem is that a bone can be rotated only +-180° (with constraints). If you expect to rotate more than this (let's say +190°), the bone rotates actually the opposite shorter way (-170°).

Both these things cause the A bone to rotate the wrong amount and to have a point where it suddenly flips.

The solution is to add bones D and E:

D has Dummy Track targeting tail of B.
E is parented to D and has Copy Rotations from B (world/world).

This way the E bone is only rotated of what the B bone is in Y axis (because the dummy track won't rotate the bone D in Y - it will only rotate in X and Z)

Finally bone A Copies Rotation from E, but Local/Local spaces.

Now if you rotate bone B to a position with only Z or X axes, the bone A will not move. And any Y rotation will be correctly projected onto A.


You do not need to export your fluid to have it collide. You can save the bake in your desired location, delete every fluid obstacle but the domain, remove the fluid modifier for the domain, then re-apply it. Now here's where the magic happens: set the object to a fluid domain again, and set the bake location to the same file you used for the simulation. DO NOT RE-BAKE THE FILE OR CHANGE ANY SETTINGS! You should notice that it becomes fluid again. Then add a collision physics simulator to the fluid, and do what you want to it to interact with the cloth. Finally, bake the cloth physics, and it should work.


One point tracking - Image in Render Layers is not showing on the movie

you need to toogle the two inputs of the alpha over node


Lock to Cursor no longer centers view automatically?

This was changed in this commit:

  The view would jump each time, now compensate by adjusting the cursor panning.
  Less jarring and helps avoid problems when the cursor gets outside the view, see: T40353

Now you can center the view on the cursor with Home while Lock to Cursor is enabled, or ⎇ AltHome when it's not.

There are several bug reports from users who appear to have missed this functionality, so perhaps if you send a message to the bf-funboard with an explanation why and how the old behavior was more useful than the new behavior, the developers may decide to add it back in some form.


What is the simplest way to increase volume of mesh?

In Edit Mode, you can use the Shrink/Fatten tool. ⎇ AltS
It is limited to the selection.

You can also add a displacement modifier and change the strength value.
For more control assign a vertex group to it. Create a the group and go into weight paint mode ⎈ Ctrl↹ Tab to paint the weights.

It seems the gif progress bar got messed up. Sorry.


Answer - you can import your head by going to File > Import > Wavefront (.obj). If your model isn't a .obj file, select the other option that matches yours. Sculpting tools are in the sculpt panel, top of the screen under Sculpting.

Advice - do not start with a head. If you're new to Blender, start with something simple. Human head is a really complicated model even good artists can struggle with. :-)


anime slashes and hard impact effects in blender 2.9 eevee

About the impact, using your already made object, I gave it the needed shader and got result.

It's described like this:
First, we get the Object Coordinates, sop we get the "-1 to 1" gradient. Then, using Separate XYZ we get the Z channel of the vector. Now, our Output is BW, going from -1 through 0 and then 1.  After this, we use a math node, performing action Absolute- this will ignore the sign before each number, so all negative values will become positive, while keeping the positive as is. Right now, we don't have a "-1 through 0 to 1" gradient, we have "1 to 0 to 1"- this will result a black line in the middle.
After this, we use Mix RGB nodes, set to "Color Burn" and "Color Dodge" to control the line. Mora Fac on the Color Burn will result a thicker line, and more Fac on the Color Dodge will result a harder falloff(harder edge between black and white).
Now, we use this thing as a mask for our Mix Shader. By putting Emission in the first socket, it will appear where the value is zero. The Transparent BSDF will appear on white values- this way the black line from our mask is now emission, and the rest is transparent. By adjusting the falloff between black and white, we can make the emission to blend with the transparency and so it will be faded on the edges.
So now you have it. But the problem is- how to move it?
That's fairly simple- we cant do it from the BW part, but because its all formed at the midpoint of the Object coordinates, we can move that mid point and thus move the line. So, we just add a Vector Math node before the BW part and we add some value on the axis we are using- in our case Z. Then, you can keyframe the Z axis value and boom, you have and animation,


Ok, got the answer.. it was a setting.

By accident, in two files from different users, Duplication was set to 'Frames' not only on the Dupli object, but also on its parent curve. I guess it must be an easy slip to make.

I would delete the question, but I've referred to it from elsewhere, so I'll leave it for a bit before deleting it, and the comments which reference it.


where is the displacment and bump option in 2.83

You're looking in the right place but displacement is only available in Cycles - not Eevee. You need to change your Render Engine to Cycles to see those options.


How to add a python script to the quick favorites menu?

You could probably use Script To Buttons.
Create a button out of your script and add it to quick favorites panel. Done.


In the following animation I'm double-tapping the g key to move points and edges.

In the video, an entire corner piece was moved and I don't think this can be easily done using Blender yet.  There may be an Addon for this, I'm not sure.

As mentioned in the comments above, the UV Project Modifier can be useful and there is also a way to do something similar in Cycles.

It's called Box Mapping and uses the Texture Coordinates node to create coordinates using various methods, in this case I used the Object Coordinates.  This way, you can edit the mesh all you like without affecting the texture and then once you have the model ready, you can bake the box mapped texture to the UV coordinates.

Here is a quick Cycles render that shows Blended Box Mapping in Action.

This is just a plain cube with no UV coordinates.  There are 3 other cubes that are being used as Boolean Objects on the cube that is being rendered.  The next image shows the node and model setup for the brick box looking thing

You can pretty much do whatever you want to this model and not have to worry about the UV Coordinates.

Finally, the Booleans are applied, the model is unwrapped and the texture is baked.

Now back to the original question.  Loop Cut and Slide Ctrl+r can be set to maintain UV's.  The Inset tool does this as welli.


Why is this UV Map face not displaying correctly?

it's becouse your triangle is rotated. Let's i describe it in image:

your vertex number 1 is on position of vertex 3, n.2 on position of 1, n.3 on pos. 2.

so it look like all vertex on right place, but this places are wrong:

Selecting in mesh uv sync mode displays that one vertex is on different positions in UV.


Figured it out. Downloaded Win version, copied missing file, works fine. Weird.


I'm not sure this is what you're looking for.

In Sverchok we add a property to the socket class, called 'other', which returns the socket instance of the other socket, and even iterates back through "ReRoute" nodes.

@property
def other(self):
    return get_other_socket(self)

This lets us do a simple test when appropriate.

if not socket.is_output:
    if not (socket.bl_idname == socket.other.bl_idname):
        ... # handle the mismatch in socket types

You figure the logic out for input sockets vs output sockets. Some node systems (Sverchok included) don't allow a node to accept multiple links on an input socket -- By design.

modified from sverchok/data_structure.py

def get_other_socket(socket):
    """
    Get next real upstream socket.
    Will return None if there isn't a another socket connect
    so no need to check socket.links
    """
    if not socket.is_linked:
        return None
    if not socket.is_output:
        other = socket.links[0].from_socket
    else:
        other = socket.links[0].to_socket

    if other.node.bl_idname == 'NodeReroute':
        if not socket.is_output:
            return get_other_socket(other.node.inputs[0])
        else:
            return get_other_socket(other.node.outputs[0])
    else:
        return other


No, it is not a glitch. If you disable the overlay you are basically disabling everything under it including bringing down the value of the wireframe under overlays.

if the value of the wireframe is less than 1, then it all disappears

you can still manually disable grid, floor, Axes, etc under overlays


Convert scene to wireframe (texture glitch)

You could use Freestyle.

In edit mode , CtrlE > Edge Data, mark all edges Freestyle
Enable Freestyle in the Render settings, setting line width here, if you like
In Scene settings, modify the Freestyle Line Set, including only Visible
and Marked Edges, and set the color you want.
Give all your objects and the World a black material, (no lights necessary)


I want to make a projector show an image displayed on surfaces

In your scene, add a lamp as the type spot.

With the lamp object selected go into the texture panel, under the lamp texture, add a texture with your image. You probably want to set Extension to Extend. Set the coordinates to object and input the lamp as the mapping object.

You can also set the spotlights shape to a square by ticking Sqare in the lamps settings.

Even overlapping projector lamps work.


It would be counter productive to use boolean in your case, you'd better create your shape and array it along a curve, like that:

Create a plane and ceate some edge loops:

Cut a hole, select the edge loop, extrude inwards, make a circle with AltShiftS:

Extrude up:

Give your object an Array and a Curve modifier. To get nice round holes you'll need to give a Subdivision Surface modifier, then you'll need to add some edge loops to sharp the edges:


How to increase the decimal length for edge info

A temporary fix to this, is to make the whole number, and then add the smaller length at the end, then once you are done. You can just dissolve the middle edges.


How to "stick" two faces of two objects?

You need to enable the snap option (little red magnet icon) in order to do so. Right now you have it disabled. Then you need to choose the Snap Element you desire, in this case Face or Point.


Right click on it, and in Header, check "Show Menus".


Make materials colors show on textured solid?

Consider Delete the UV Map
Add a new UV Map if desired
Assuming the first UV Map was a quick and easy inspection
Please note that the Blender User can have multiple 3D View type windows.  Not all windows are simultaneously affected by this inconvenience.


Can't move object along certain axis after declring #frame in transform field

You have two options. You can just remove the driver and move the object or you can give your object Delta Transform on top of your driver.
To delete the driver right click the y-location field and select Delete Drivers. This way the #frame Driver won't affect your object anymore.
Delta Transform can be found under in Object Properties under Transform and Delta Transform. This way the Driver still affects your object but you can still transform your object.


Where the operation "rotate selected edge" is in Blender 2.8

You can find the function in edit mode in the RMB context menu:

by default it has no shortcut
Or in the Edge menu Ctrl+E:


In compositor 2 images overlay each other

Use a Color > Alpha Over node to combine both layers, then use the Diamond layer Alpha channel map as mixing factor.

Make sure you created a proper alpha map in the Gem layer so it can be properly combined.


How do I use the alpha channel of a texture for arbitrary data in Cycles?

In order to do what you are you describing, you need to make a couple changes to your node setup.

Change the Mix Shader to an Add Shader.
Unplug the texture color from the multiply node and plug the multiply node into the Strength instead of the Color of the Emission shader.  You can now use the multiply node to adjust the strength of the emissive parts of the material.