I don't see any reason not to allow these, but I suggest that it be limited to render engines with blender integration (i.e. usable directly from blender's UI).
Using external render engines seems like a fairly common thing among blender users, and I think it definitely fits under our current scope:
The Blender Stack Exchange site is for people who use ...
I would say no, to this.
Issues building Blender often end up being specific to a platform, compiler and the version of Blender you're trying to build.
Build environments are a moving target, on all platforms.
Build errors are very hard to debug remotely, and there is the chance something is broken on the system, its hard for anyone to tell.
There is the bf-...
Surprised that internal code questions are considered off-topic. Seems like drawing the line at the python api is pretty thin.
I support the suggestion, here's why.
I agree with all the pros, although it might be pushing it to say "Some users could even turn into full-time blender devs." Of course, it would increase the likelihood of contribution to ...
I think letting people ask about how to make/do simple things is a good idea for several reasons.
1. These kinds of questions can be incredibly valuable. Take this question for example, even though I may never make a city (then again, I might want to sometime and I am sure there are lots of people who do) I have learned about a ton of features and ...
I don't think Blender 2.8 related question should be automatically considered offtopic. It will eventually become the official latest release, so it should be encouraging to have early answers and clarifications about it.
That is as long as they are not about trouble shooting technical problems with the builds themselves, along the lines of "Why isn't this ...
I'm going to disagree with Duarte here, and argue they should be off topic.
At its core Blender.SE is a database of blender knowledge, in Q&A format. As a result posts long-term value should be considered as the top priority. At the same time, Blender 2.8 is rapidly evolving software, and questions about how to use its features could quickly become ...
This site is about Blender and anything Blender related as long as it's allowed in our scope, commercial or free though we would more prefer the latter, I don't see why not. So that would include addons such as BlenderCookie's Contour, Unity interactions or even getting VRay configured etc .
I think that they are definitely off topic.
This site is about the software blender. Not blender's site or services (even the official site).
Blender Stack Exchange is a question and answer site for people who use Blender to create 3D graphics, animations, or games.
We should not start to accept this type of question. Website support should always be ...
I think we're quite lenient regarding the scope of Python questions. The main criterion is 'is the code an integral part of a script for Blender'. To most people who answer python questions here it's quite obvious when a question stems from a weak understanding of python, vs one that arose due to misconceptions about bpy, or misunderstanding of the control ...
In the past we've allowed general CG questions as long as they are not overly broad and/or deal with aspects specific to another program.
Some related metas:
General 3D Graphics
Should we allow general workflow questions that don't directly relate to blender?
Should questions that don't directly relate to blender, but are about general artistic ...
"Legal" yes, I guess so, but it is off topic and would get closed.
Job offers are off topic. We get maybe one a month or so, and they quickly get closed, and directed to blender artists' job section.
So to save you from quickly getting your "question" really a job offer DVed and closed, just post on BA, its linked above.
We (blender.stackexchange.com) do not take any bug questions. Does not matter if about the now removed BGE, or any other part of blender. Bug related questions have always been off topic.
Yes absolutely still close them with he bug reason. (top choice in the off-topic category)
This question appears to be about an issue caused by a bug in Blender. These ...
I think that those question regardless of how well they were received are good questions to have answers too. The problem with some of these questions is that they require a lot of work. Frosted glass is an easy one but others, e.g. asphalt or procedural marble would require some R&D.
Most cases OP will not have made an attempt to create the material ...
This sounds good to me, as long as we decide what these should be beforehand.
We've already had a good number of these kinds of questions:
Resource for Blender addons?
non-video blender resources?
Blender resources for architects?
Any good free materials libraries online?
Where are some places to get reference images for modeling?
I'm not quite sure about ...
Yes, they are, due to the legal risk they can pose to both the Stack Exchange Network,and the community members. There is a reason why legal consultants get paid as much as they do, they cant afford to make errors.
Questions about code can be a way to have more accurate information about Blender's behavior even for end user usage. This is can be interpreted to be the case here or here.
Another example is this one, which is not directly about source code (as asking about the algorithm) but the answer needs to be based on it (except if we can find an exact specification ...
I am in full support of the proposition too.
For an addon I needed to add control points to the fcurve envelope modifier. I've programmed in C / C++ but many moons ago. Even getting tips on which file to look in / edit, I found my self sitting there and scratching my head.
The "kick-start" from Uncle Entity unlocked some of the internal rna "blender ...
Yes, 2.8 is rapidly changing. Yes, questions asked about it today might not apply tomorrow. The thing is, the developers are hoping to get people using and testing the branch as much as possible, because that's how volatile, experimental features (especially when it comes to UI/UX) turn into solid, well designed features which last years ...
This question appears to be off-topic because it requires step-by-step instructions for a process that is specific to a particular project, and/or demonstrates too little effort on the part of the asker. These kinds of problems have been well solved elsewhere and are beyond the scope of this StackExchange.
Stack Exchange works really well for technical support, as long as you're not trying to outsource your entire customer support channel to Stack Exchange. Customer support includes things like feature requests and bug reporting (for Blender), or up-and-coming product release discussions. That doesn't belong here.
But if the internal team is here to answer ...
Why should we particularly care if the OP is using a template or not?
If the question "didn't open with blender, also the audio doesn't work" had been asked without mentioning "template", would it be considered off topic? Perhaps the way it was written it might be considered "unclear", but I don't think it would be considered off-topic.
The afformentioned ...
I'm one of the mods on Video Production. Video Production already has a level of 3d graphics questions that get handled over there when non-blender specific. We'd shy away from something like making assets for a game, but, my personal feeling at least, is that anything that has to do with the production of a movie, film, tv show, stream, youtube clip, ...
Sure! Armory questions are on topic.
However, I can not guarantee that you will get answers. (But that should not stop you from trying, everything started somewhere.)
We already take blend4web questions. I'd argue this is more closely related to blender then b4w.
I think the general sentiment (and my opinion) it that all coding questions should be related to blender.
If you have a python question that does not have anything to do with blender, such as this one, then it would be better suited to SO (and probably would get closed as off topic on BSE).
The other case, is questions that do in fact have a direct ...
I think you'd be much better off having a single question on resources, and using an answer per type. You could even use the list you made in your question as an index in the question itself, such as what I did for the Mandarin Chinese Resources question.
Here are two discussions about this topic from mso: How should we deal with Google questions? and Should I ask a question that is easily Google-able?
IMHO: As long as the question is no duplicate you should answer it. Easily earned reputation ;)
In general we allow anything that has to do with video post-production (e.g. CG, Animation, especially in After Effects). The question about motion tracking would be very well on-topic for us. We actually have quite a few questions already about motion tracking and motion compensation.
We also allow questions about 3D, though if they go deep into 3D ...
I'm not sure what you mean by "Blender Surface Site" but no the meta, nor the main site would not be the correct place to post that. See point 5 in the off topic list.
You could try on blender artists, or if you happen to find somebody who is interested, in our chat.
I would vote for having one community wiki question on each topic, and close duplicates.
Beginner's Reference (on meta)
Any good free materials libraries online?.
This is even on SO stil on-topic see e.g. the-definitive-c-book-guide-and-list
Source code questions
This question appears to be off-topic because it is about Blender C/C++ source code.
These questions are considered outside the scope of this StackExchange as defined in the help center. Development questions should be asked of the developers directly instead, see the contacting developers page of the blender wiki.