texts: turn 'only render' on, play animation, turn 'only render' off when done playing

texts:
I'd like to set up a python script that will

turn 'show only render' on
play animation
then upon stopping (or
esc), stop the animation and turn 'show only render' off.

Ideally this would work for viewport playback and play blast...

The first two are easy, but I can't figure out how to get 'show only render' to turn off after stopping the animation. Any ideas, suggestions... ?


texts: No Sound for separate audio file Blender Video Editor

texts:
New installation of Blender 2.78a
Windows 10

I have added a video file to the Video Sequence Editor and the sound plays without issue.

I have added a wav file but no sound is produced.  Then I tried an mp3 file and again no sound is produced.

No the audio is not set to muted.

Any ideas?


texts: How to create a hologram projection with light rays?

texts:
I am attempting to make a template for holographic effects in blender for a project I'm working on, however I'm not sure how to create a lighting effect for the projection of the hologram (The god rays and volumetric effect around the globe). Below I have included the blender file along with an example of the type of effect I'm looking to reproduce. Any help would be appreciated.

Edit

With some minor tweaks and modifications I was able to make an effect that looked pretty much exactly as I wanted. Thanks to PGmath, Shady Puck and everyone else for the helpful suggestions and tips.

Final Result:


texts: How can i make realistic lighting for a 3D car?

texts:
I'm making a 3D scene with a car, on Blender Cycles. (fisheye camera)

Everything does seems fine for me but only the car lights doesnt work because i don't know how to apply them, i already tried to put an 'emission' material on the lights but they just appear as 'shadeless textures'.

I feel like a starter on Cycles when adding lights, but this time i want the actual objects produce the light like a real car would do:

I can separate the light object part from the rest of the model, so i can add it a material that can emit and generate some light inside of it, i think, right now the headlights have a glossy material.

How can i setup them?

Thanks in regards.


texts: I use cycles to render. I set everything into ambient occlusion, but the shadows around the objects are a little bit too light, so I want to increase the effect of ambient occlusion, but I couldn’t find those features (on the attached image, which I found on here)on the world tab. I’m currently using blender 2.82 please help]1


texts:
I was experimenting with Blender's material nodes and texture and accidentally created a (in my opinion, beautiful) stretched material by creating a small mesh and applying a large image texture. If it matters, I'm using Blender 2.82a.

How can I procedural generate this material using Cycle's material nodes?

I'm very inexperienced with Blender, so details would be appreciated.

Description of material: cross section of wood stretched along the curve of a mesh

Material samples:


texts:
It is probably a very stupid question but why do have many shaders (diffuse, glossy, ...) a normal input ? What happens with that normal input ?

Maybe it helps when I clarify the background of my question...I am trying to understand the concepts of Physically-Based Shading and the implementation of these concepts in Blender. See also my questions here and here.

After some discussion with @piegames I noticed that I do not really understand why the normal input is used in shaders. I think I understand what a normal is but with the concept illustrated below I have difficulty to understand what Cycles does with this normal input when calculating the behavior of a shader


texts: How can I run some script and have print result in console window? Now I have these results only in System Console Window.


texts:
I'm trying to export simple object, basically arrayed cylinder with path in the midle of a cylinder to a fbx file. I would like to us this object in unity and make some object follow the path, like some train in the tunnel. But I cant export the file. I didnt find this kind of problem anywhere so Im posting here. The solution might be simple but I'm pretty new to all this stuff, so i dont know what to do.
Thank you very much for you time


texts: How to calculate what percentage of the area of an object appears in the render view?

texts:
Take the pictures below as an example, I want to calculate how much of the jersey number on the tshirt of the human model is visible on the render view. In the first case the jersey number is totally visible, but in the second just about 50% is visible. How to calculate it with python?

CONTEXT: I am working in a jersey number recognition task. My project is to generate artificial data with blender to train the network. So I will take a human model as below and generate thousands of randomized screenshots with different tshirts, different poses, different camera angles, etc. Since I will generate new poses randomly it could be that in some of them the arm is blocking part of the jersey number. I want to somehow be able to detect it in order to discard these screenshots.


texts: Baking: what is being done wrong? Is it UVs?

texts:
I don't really know what went wrong. At all. I'm very new to this.

What I did:
High-res is being baked into low-res with everything exploded. One on top of the other. Low-res and hi-res are overlapping. But it looks completely abnormal, especially when exported into something like 3D Coat where everything is pixelated. There are artifacts all over the place, which indicates that something is being done wrong in Blender when it comes to baking. Note that the artifacts are there because the normal values are right on top of different parts of the mesh (I don't really understand why this happened). The last two images show that it's not right. Here's what it looks like:

And if exported to 3D Coat with this map, we get this:

Anyone have any idea what I'm missing here? Take a look at the last two images. The texture map looks all messed up in 3D Coat (the blue and purple map). Even though it's 2048x2048, it looks like pixelated nonsense. Is it related to UV unwrapping? Painting, also, makes it pixelated as well. Any help is greatly appreciated!


texts:
Having the left eye shrinkwrapped on a sphere it looks just fine. However the right eye is being stretched to the right. Perfectionist as I am they have to look exactly the same. I cannot find the reason why and also adding a simpledeform doesn't seem to help. And if someone knows a workflow to get the eyes looking like this  that would be perfect!
The workflow I had planned right now is:

Combining two circles and join them together as an eye with a pupil.
Wrap the eye(s) around the body (sphere)
Cut out the eyes by boolean operation
Solidify the body (spehere)

Blendfile can be found here.


texts:
I would like to know if there is a way to save a viewport view? Not a camera view, but a position in the viewport.

I'm designing an enormous mech warrior and the cockpit is difficult to model. I would ideally like to be able to cycle to the view position inside to model when I need to.


texts: Blender 2.79 (rendering 6 render layers)

texts: So Im working on an animation using 2.79's Internal render and I need to render 6 different render layers so that rendering the animation won't be so slow (because as of now its taking hours to render one frame). I need to know what kind of node set up am I looking at to make this happen because I can't seem to figure it out. I've tried Z passes, mix and add nodes and nothing gets the result i want. Can anyone help??


texts: How can i detect a scene change from python?

texts:
I am trying to detect when the active scene changes.
Initially I tried using the message bus system to subscribe to bpy.types.Window, "scene"
Like this:
def callback():
  print("changed")

owner = object()
subscribe_to = bpy.types.Window, "scene"

bpy.msgbus.subscribe_rna(
  key=subscribe_to,
  owner=owner,
  args=(),
  notify=callback,
  options={"PERSISTENT"}
)

This works when changing scenes manually or changing scenes from python. However it does not trigger when a new scene is created and Blender switches to it automatically.
I then tried to add an application handler to the depsgraph_update_post event and compare the number of scenes before and after the update as suggested in the comments here (Blender Python: Detect New Scene?). Unfortunately the app handler does not trigger either. I tested the configuration by adding an object to the scene and that triggers the handler.
Is this expected behavior? How can I detect the automatic scene change when a new scene is created.
Thanks in advance.


texts: Blender merge vertex to edge and remove additional edge

texts: Hi I would like to make A and B coplanar by merging the edge on A onto B also the vertex in yellow should become a vertex on the edge of B and the edge of A should be merged with B edge I am going crazy! any idea? thanks


texts:
the light source is hdri and light portal in the windows.
i use camera transparency setting and glass transparency. but some of the windows glass behave like a mirror.


texts:
Currently, I’m working on this fall scene.

I want to add trees in the background like this:

image source

Also make the light look like it’s filtering thru the trees. So, my question is two-fold:

Is there any good tutorial on creating trees?
What’s the best way to create sunlight rays?


texts:
I'm following the donut tutorial. When I see the viewport the icing is there

However, after rendering it is missing

I already check all the cameras on ray visiblity


texts:
I can not find many hotkeys in the "Keymap", but they are searchable. I need find where they are, because I want to add more variants.

Is it bug or it is hidden somewhere?

For example "Time scub" or "Gizmo":


texts: How can I improve my mesh imported from Sketchup?

texts:
I have created a mesh in Sketchup Pro, imported using a plugin in an older version of Blender, and then opened the file in the latest build. As you can see the Mesh looks awful. As I plan to use Brick and tile textures, I'm guessing I will need to do some cleaning of the mesh first?

Is there a better way to import the files that will give me a cleaner mesh? I have the pro version, so lots of options. Do I need to add Loopcuts and new edges everywhere to get rid of the triangle faces?

Any advice on where to go next to make texturing simpler would be appreciated.


texts: Reflection is quad dependent and looks non realistic

texts:
Im rendering varous objects with a Sharp glossy effect but the reflections are quad dependent on the object (image below), meaning they behave separately within every quad making it look 8bit-like. Can anyone tell me why this happens?. (Im pretty sure subdividing would fix it but I want to know why I cant have a low poly object reflecting normaly.

The object has 2 modifiers: Subdiv Surface and Solidify. (Perhaps the Subdiv is causing it?). Help me you Blender savys I dont have a powerful CPU to test and test within every render would take me hours and hours.

Image:


texts:
Hi i really hope someone can help me out with this: I'm trying to blur a section of my video, the part where my motorbike speedometer is, and basically i followed this tutorial on YouTube https://www.youtube.com/watch?v=_06cWLUZ_Bg BUT the thing is that no matter what ,the section which get blurred(on the right) does not correspond to the section i selected(on the left)

Because i thought it was kind of a sync problem between the "actual" video and its "reference" video in the UV/editor i selected Start = 0 (in the UV/editor properties ) but nothing changed, also by selecting Offset = 0 too.

So...what the hell is going on here?
thanks!

p.s. If you need more details just ask.


texts:
I download 3d model of fdx data.
But surface is not good only front side
What happened in surface when like this looks of material?
How should I fix ?


texts: How to move/rotate makehuman character in blender by adjusting value

texts:
I have a makehuman character exported to Blender and rigify addon turned on. I could use the mouse to move hand/legs of character. Since my character pose need precision, I couldnt get better results by using mouse based pose creation. How could I adjust the movement by adjusting values rather than using mouse to adjust values.

Or can anyone please elabrote on ways of doing this.


texts: How transfer vertex animation (vertex shapeKeys) to 3dmax or unity3d?

texts: I have an object in a blender. We have object vertex animation (vertex shapeKeys). How can I transfer it to 3dmaks? Through some intermediate format? Only in 3dmaks a plugin for exporting vertex animation unity3d.


texts:
StackExchange Blender
Mocap Data to pose animation
Hey there!
I’m having a CSV mocap file as my input to blender. The file line consists of frame number and 17 keypoints XYZ relative to the center of the world/body coordinates (all the way up to 52 columns) . I’m able to successfully parse it into series of 17 meshes and their XYZ coordinates and place them within respective keyframes. Thus within a Blender I'm now able to confirm mocap data is quite clean.
Now I’m into trying to come up with an actual pose animation for that file. For that matter I’ve created an armature visually close representing a number of bones within a shot and parented my model to that. Now I want to actually animate the armature. Considering my input file format I'm treating that as assigning head/tails coordinates within a pose mode.
The problem is it seems bpy is not able to assign head/tails coordinates other than on Edit Mode. Meaning head/tail coordinates are not editable within a Pose Mode. Meaning I cannot actually animate the armature. So at this point I’m kinda stuck.
Any comments or advices on how to approach the task given the format I'm working with would be highly appreciated! I’m really into something promising with machine learning and stuff for character animation but I’m stuck with trying to show the demo within a blender.

EDIT (for the sake of clarity):
CSV contains keypoints coordinates where main bones connect not actual bones coordinates.
Example: elbow left, knee right, etc


texts: Alpha channel through glass material instead of background (Cycles)

texts:
I'm trying to render some windows, reflecting an environment map, and to be transparent to let light enter inside the house. There are two windows facing each, and I need to see throught both, and keep the alpha channel here.

Here are the window's material nodes that do (half) the trick :

But, as you can see, there is no reflection on windows, which is needed. The "is Camera Ray" is overriding the reflections too. But if I don't add the "is Camera Ray" to the "is Shadow Ray", the background is rendered instead of alpha channel:

So, is there a way to have a "glass" material with both:

reflections of an env map,
light passing through
alpha channel through

EDIT: Well, the answer from duplicate question suggested doesn't solves the problem. The main difference here is that some parts of the rendered material is viewed over another object (interior walls, here), while some area is over background. The answer from the suggested duplicate does only take account of an object over background only.


texts: How to bake normal map identical to one from cycles?

texts:
In my project I have normal map defined by nodes in Cycles which I use to render my scene -- here are relevant nodes:

Image texture is a seamless square normal map image.

Later I also decided to bake normal map with Blender Internal. I would like the baked normal map to be identical to one generated in Cycles. What would be settings in BI for that?


texts: Setting center and scale during spherical uv layout

texts:
I'd like to map part of an equirectangular image to a cuboid mesh, in order that the texture view from an arbitrary POV appears without distortion.  Both the mesh and its uv layout will be used for a projection mapping environment, hence the question.

The image below shows the mesh, and a proxy sphere to mark the location I'd like to view the equirectangular image without distortion.

I'm using Blender's spherical uv unwrapping, which is close, but I can't see any controls exposed to allow me to translate or scale the spherical projection itself.  Note that I'm not talking about scaling or translating the UV islands, after projection.  Instead, I want to control the position from which the spherical projection itself is centered.

For reference, Maya uses a manipulator tool to position and scale spherical UV projection.

I'm hoping there is a way to translate and scale spherical projection in Blender, similar to the Maya example.


texts: Blender 2.8 dosen't recognizing my graphics card

texts: I have GeForce GT610. I saw the settings of Nvdia control panel and add Blender for CUDA support but Blender 2.8 is not recognized my graphics card.


texts: How do I make a bone active using Python?

texts: How to make a selected bone active in POSE or EDIT mode? Thanks!


texts: Bones change size in Pose vs Rest State, can't clear

texts:
Am trying to bake animations for moving mixed actions from NLA Strips to Unity, and I am running into this odd problem with scaling. I've been using LocRot this entire time, but somehow when I try to bake a pose, scaling goes to hell and the model looks awful. An issue that may be related is the rest position (Small bones below) and the pose position (Big bones below) are different, despite me clearing all rotations, scaling, etc.

Normal, desired rest position-

Pose mode, no matter what I try clearing -

Edit:  For some reason the individual bone, still had scaling up to 2.0 even when cleared in pose mode. I don't know why Alt-S wouldn't take care of this. Despite fixing this, when I bake a pose, or key frame one with scale (I've used LocRot the entire time) I get the following:

Any insight would be greatly appreciated.


texts: How do I make a 180° spiral staircase? (specific measurements)

texts:
I'm looking to create a 180° spiral staircase with a step width of 1.28m; step height of either 16cm or 8cm, and step depth of 32cm (inner) and 64cm (outer). This model will be inside, thus the player shall never see its backfaces. How can I make this model with exact measurements? I ask because I hate curves.

Any help would be much appreciated ♥


texts: How can I make an object solid in walk navigation mode?

texts: I am "working" on a building project and what I want to do is to make walls (objects) solid so when I am in walk navigation mode not be able to walk through them. Any idea how can I do that?


texts: I'm trying to create this light saber, but I can't seem to achieve this opening because when I smooth it out it turns out deformed. Any suggestions?


texts: Molding a complex object to another complex topology object?

texts:
I'm studying Blender and using it along with Adobe Fuse CC, and I managed to create my own anime body, and wanted to import on fuse. With some help on the forums they told me I needed the exact same topology, and that most 3d programs would be able to morph their base mesh to mine.
I tried it using shrinkwrap, knowing there was no way it would work, since vertex numbers and all that stuff is different, and ofc it didn't.

Is there any semi-automated way to adapt the base mesh to my own mesh?
I dont have my mesh here, but I do have a manuel bastioni generated character, same issue.
Original Mesh:

Shrinkwrap result


texts:
I'm trying to unwrap an open carton box I'm struggling to model in Blender.

Mark seam
Select all
Unwrap

Instead of getting rectangle shapes, my box gets unwrapped in an odd way that can not
be used for adding textures to it (such as a logo).

Why is this happening?


texts:
I set a background image (below) but it's not displaying while editing, and yes I'm not in ortho mode.  Any ideas?  Also attached a screenshot.

Update: this above part is now answered in comments—you must be in one of the preset ortho views or the camera view, and not the general ortho view or the perspective view.

I'm also interested in making this show up in my Cycles render, but it's not showing up despite having checked the Transparent checkbox under the Film panel.

Threads I've already read include:

How do I set a background image while I am editing?
Background image is not displaying in rendered mode
I can't see my background image in the 3D view


texts: Sliding an edge while keeping connected 90 faces in same orientation?

texts:
I'm self taught and just recently learned of the edge/vertices slide tool. I was wondering if it was possible to slide an edge, while keeping a perpendicular "lip/bevel?" in the same orientation as it slides. (ie keep the bevel face perpendicular.) I hope the below screenshot gives a better picture.

If this is not currently possible, what method would you recommend to move this edge/bevel inward as I slide the shown edge? In the end i need to have the same vertices count, and a texture is already applied to mesh.

Thanks for any recommendations  !

Edit:

ie welding it with a shifted edge?


texts:
Animated Passive Object Does Not Work With Rigid Body Simulation. It's bit hard to explain.

Download Blender File


texts: I've rigged my mesh, but when I move a bone, it doesnt fully move with it:


texts:
I have many lists of rotation matrices for one object. The lists have different lengths. For each list I would like to obtain an animation where the rotations are performed one after the other in the order of the list.

This could be done with a sequence of "animate matrix" nodes where the result of the first node goes into the "start" input of the second node etc. "Delay time nodes" would control the start of rotations.

However, this approach requires that the node tree is changed for each list, depending on the length of the list.

Is there a way to obtain a node tree that works for any length of the list of rotation matrices?


texts:
I Was Recently Trying Making A 3D Falling Text into The Ground And Breaking Up Into Pieces . But I Had A Problem In Cell Fracturing. When It Is Finished It Was Very Bad.

Before Cell Fracture :

After Cell Fracture:

I Added To My Mesh A Remesh Modifier Because I Think That It Will
Be Better But, Some Changes Only Happened And It Was not Perfect:

Actually This Problem Happens To Me Often In Blender And I Need Help Please. -Thanks-


texts:
I'm new to blender and I'm following a tutorial from YouTube. I've noticed weird color issues while in render scene and I wanted to know if someone could explain to me what is happening. I don't know much about 3D software but I do know that they consume lots of GPU ram.  I'm not too sure about the preferences like with photoshop so I only tweaked the memory consumption from 4GB to 8Gb but its only utilizing (as of now), 500MB.
TLDR: Random pixels in Render Scene.
From blender these specs meet the minimum requirement
My PC specs - Intel HD graphics 620 (integrated)
- 16GB RAM
- Intel I5 7200U 2.7~3.1Ghz**


texts: Adding a new image texture slot to a particle system in Python

texts:
I'm having problems with Blender 2.78 when creating a new texture slot to a particle system. It has no effect even though the settings are similar to the one created manually. Manually tweaking any controls has no effect to its functionality.

But – if I remove the programmatically created texture slot and create a new one manually with the imported texture selectable from the drop-down list adjusting the influence setting, it starts working!

Here is the complete creation code for reference. get_object is just a shorthand for retrieving an object from the context with the given name.

What am I missing?

def create_particle_system(property_id, object_type):
    def _add_texture(tex):
        mtex = bpy.data.particles['ParticleSettings'].texture_slots.add()
        mtex.texture = tex
        mtex.texture_coords = 'UV'
        mtex.uv_layer = 'demUVmap'
        mtex.use_map_time = False
        mtex.use_map_density = True
        mtex.density_factor = 1.0

    obj = get_object(object_type)
    bpy.ops.object.modifier_add(type='PARTICLE_SYSTEM')
    bpy.data.particles['ParticleSettings'].frame_start = 0.0
    bpy.data.particles['ParticleSettings'].frame_end = 0.0
    bpy.data.particles['ParticleSettings'].distribution = 'RAND'
    bpy.data.particles['ParticleSettings'].use_rotations = True
    bpy.data.particles['ParticleSettings'].use_rotation_dupli = True
    bpy.data.particles['ParticleSettings'].render_type = 'OBJECT'
    bpy.data.particles['ParticleSettings'].dupli_object = obj
    bpy.data.particles['ParticleSettings'].particle_size = 2
    bpy.data.particles['ParticleSettings'].rotation_mode = 'OB_Z'
    bpy.data.particles['ParticleSettings'].rotation_factor_random = 0.1
    bpy.data.particles['ParticleSettings'].phase_factor_random = 2.0
    bpy.data.particles['ParticleSettings'].physics_type = 'NO'
    bpy.data.particles['ParticleSettings'].size_random = 0.1

    tex = bpy.data.textures.new(property_id + '_tex', type='IMAGE')
    tex.image = bpy.data.images.load(filepath=os.path.join(basepath, property_id + '_' + object_type + '.png'))

    _add_texture(tex)


texts:
is it possible to track the vertical (portrait) video ?
(I tried every step I did to Normal Landscape Video format)
The solve error is 0.2 (looks good) , but after creating the scene , all track points are shifting..Floating.
I tried manually trackers and Auto Feature Trackers

I tried several video ratio with the same clip (smooth handhold shot), get the result below.
Situation_01:
Portrait video ratio, result shifting.

Situation_02:
Rotated 90 degree as landscape ratio, rock solid tracking result.

Situation_03:
Keep 16:9 ratio but with Black Matte, solid camera resolved.


texts: Engines fire animation for mobile app created in Unity

texts:
Folks.
I need some help with creating fire animation and using it for airplane engines in Unity (like an afterburner effect).

Should I use Cycles for better materials since I already have a pretty nice one? What kind of file format should I use for rendering? If it's .png images and I remove the pure black background that I have I loose all colors of the fire...sad but I don't know why :D. Is it possible to import the whole blender file and edit it there? Also, I have no idea how to make it light for mobile game. And last but not so important - could you give me some hint on how to make the animation repeatable?


texts:
I am using version 2.9 I have looked at several videos and posts, but do not see this problem.
I lose the menu when using the xyz math functions.
see: https://youtu.be/t_ht2uAW9Lg
Thanks for any help.


texts: Shader-based fog without using volumetrics

texts:
I need to create a scene with fog, i.e. distant elements faded out towards gray. I can't afford volumetric fog, because the renders would be way too slow. I'd like to just use a simple camera-to-object distance shader to interp the color toward mid-gray. I know that's not physically accurate but I think it'll be good enough for my needs.
I've seen how to do it with a depth pass and use that in the compositor, but I'm wondering if it can be done with a "global shader" right in the renderer?
I'm using Cycles in Blender 2.93, recent nightly.


texts: When I render an image it works but when i try rendering animation a blank screen shows

texts:
when i render an image its fine
but when i try to render animation this shows
Its my first time rendering and something might be wrong, i looked at other answers and didnt find one that worked, Im using Eevee in case that helps


texts: Procedural texture of random square clusters

texts:
I'm trying to procedurally texture some future tech. It has small squares that seem random. I envision making a noise texture pixelated, and then animating the pixilations to move over a cube object, looking very futuristic.
Ideally, I'd layer many pixelation colors over one another so the squares are like a kaleidoscope fading in and out.


texts:
I'm new to Blender and I  have used the extrude tool. But somehow it doesn't go down, like creating a "void", it's like it is copying the same face again.
You can see the circle was extruded, but just don't go down.
I can't insert more images, but I want to get this result on 10:30 on this video


texts: Is there a way to access blender file's material from command line?

texts: I was wondering if there is anyway that i can increase or decrease strength of emission material via command line.. Scenario is I am using google colab for rendering which do not have GUI. So, process is first install blender in VM via command line then link the google drive and run the command wich will read file from google drive and will render in blender installed in VM. So, for just to change emission strength from 2 to 5 I have to upload 300 mb file to gdrive and It is costing too much data. SO, If there is any way that I can access the material strength and  resolution, from command line will be a good option to change some values rather than uploading whole file.


texts: Cutting an object in half and deforming it

texts:
How can I cut an irregular shape object in half (the first image) and use the SimpleDefrom Modifier to create an animated bend like the animation below (the second animated image)?
I have an irregular shape object below:
Please note the images below are just examples:

I would like to be able to control the bend like the animated cylinder below.
Note: I used the cylinder as an example because I knew how to make it look like it was cut in "half" and then bent back to a cylinder.


texts: I have a relatively large bone structure that I now want to set the pose for. Is there an easier way to modify the pose than to rotate each bone? Is the maybe a way to activate proportional editing mode or move the points of the bone rather than rotating? Are there some controls that make pose editing faster and easier?


texts: Why is part of my model not being rendered?

texts:
Why is the selected object displaying in the 3D view, but not rendering?

In object mode, it shows up:

However, it does not show up in render mode:

Why is this so and what causes it to hide in render mode?


texts: Adding a Bezier Curve with a single point at 3D cursor [beginner]

texts:
Complete beginner to scripting. I'm trying to create an add-on that would allow me to add a bezier curve with one single control point (vertex) at the 3d cursor.

This is what I have:

bl_info = {
    "name": "Single Point Curve",
    "category": "Object",
}

import bpy

class HalfBoolMirror(bpy.types.Operator):
    """Single Point Curve"""      # blender will use this as a tooltip for menu items and buttons.
    bl_idname = "single.point.curve"        # unique identifier for buttons and menu items to reference.
    bl_label = "Single Point Curve"         # display name in the interface.
    bl_options = {'REGISTER', 'UNDO'}  # enable undo for the operator.

    def execute(self, context):        # execute() is called by blender when running the operator.

        # The original script

        bpy.ops.curve.primitive_bezier_curve_add(view_align=False, enter_editmode=True, location=bpy.context.scene.cursor_location, layers=(True, True, True, True, True, True, True, True, True, True, True, True, True, True, True, True, True, True, True, True))

        bpy.ops.curve.handle_type_set(type='VECTOR')

        bpy.context.object.data.show_handles = False

        bpy.context.object.data.show_normal_face = False

        bpy.ops.curve.de_select_last()

        bpy.ops.curve.delete(type='VERT')

        bpy.ops.curve.select_all(action='TOGGLE')

        for area in bpy.context.screen.areas:
            if area.type == 'VIEW_3D':
                ctx = bpy.context.copy()
                ctx['area'] = area
                ctx['region'] = area.regions[-1]
                bpy.ops.view3d.snap_selected_to_cursor(ctx, use_offset=False)
                break

        return {'FINISHED'}            # this lets blender know the operator finished successfully.

def register():
    bpy.utils.register_class(HalfBoolMirror)

def unregister():
    bpy.utils.unregister_class(HalfBoolMirror)

    if __name__ == "__main__":
    register()

This gives me an error when trying to enable the addon in User Preferences. The error is

line 18
    bpy.ops.curve.primitive_bezier_curve_add(view_align=False, enter_editmode=True, location=bpy.context.scene.cursor_location, layers=(True, True, True, True, True, True, True, True, True, True, True, True, True, True, True, True, True, True, True, True))                                                                                ^
TabError: inconsistent use of tabs and spaces in indentation

At some point I also got an error saying "incorrect location" or something at line 18. Unable to reproduce it now...

The script works as intended when running it in the script editor such as this:

import bpy

bpy.ops.curve.primitive_bezier_curve_add(view_align=False, enter_editmode=True, location=bpy.context.scene.cursor_location, layers=(True, True, True, True, True, True, True, True, True, True, True, True, True, True, True, True, True, True, True, True))

bpy.ops.curve.handle_type_set(type='VECTOR')
bpy.context.object.data.show_handles = False
bpy.context.object.data.show_normal_face = False
bpy.ops.curve.de_select_last()
bpy.ops.curve.delete(type='VERT')
bpy.ops.curve.select_all(action='TOGGLE')
for area in bpy.context.screen.areas:
    if area.type == 'VIEW_3D':
        ctx = bpy.context.copy()
        ctx['area'] = area
        ctx['region'] = area.regions[-1]
        bpy.ops.view3d.snap_selected_to_cursor(ctx, use_offset=False)
        break

But I can't get it to work as an Addon.


texts: Game engine lights not pointing to same place as in a render

texts:
I'm working on an auditorium scene for my game. I set all the lights up and did a quick model of the mesh, and rendered it. It came out all right, but when I went into the game engine and started it, only two or three of the lights actually pointed to where I wanted it. Why?

Blend file at pasteall.org

Blender Internal:

Game Engine:


texts: Add uv_layer to mesh, add uv-coords, with python

texts:
I am trying to create a mesh via a Python script and set a texture for it.

My code so far:

def add_mesh(self, coords, uvs, faces, texture, texHeight, texWidth):
  me = bpy.data.meshes.new("myMesh")
  ob = bpy.data.objects.new("myObject", me)

  me.from_pydata(parsedCoords, [], parsedFaces)
  me.update(calc_edges=True)

  mat = self._make_material("myMaterial", (1,1,1), (1,1,1), 1)
  tex = self._make_texture("myTexture", texture, texWidth, texHeight)
  mTex = mat.texture_slots.add()
  mTex.texture_coods = 'UV'
  mTex.use_map_color_diffuse = True
  mTex.diffuse_color_factor = 1.0
  mTex.blend_type = 'MULTIPLY'

  # Missing: Set the uv-coords for the mesh

  me.materials.append(mat)

I use _make_material and _make_texture which are self-defined. But I think they work.

For the missing part I found using the API-documentation following

uv_layer = me.uv_layers.active.data
for poly in me.polygons:
    for loop_ind in range(poly.loop_start, poly.loop_start+ poly.loop_total):
        vInd = me.loops[loop_index].vertex_index
        uv_layer[loop_index].uv = tuple( uvs[vertex_index] )

The passed uvs is a list uv-coordinates as lists. They are in the same order as the vertices.

My problem now is that the uv_layer = me.uv_layers.active.data does not work. It results in AttributeError: 'NoneType' object has no attribute 'data'

I think my mesh has no uv_layer. How do I add one?
Is my code correct if I add a uv_layer to the mesh? I am really unsure about it.

Thank you for your help!

Greetings,
Dragonseel


texts: Bridge edge loop acting weird between 2 clean edge loops

texts:
How edges looks like before bridge edge loop:

How mesh looks like after bridge edge loop:

Why is it acting so weird, 8 edges in the first loop, 8 edges in the second loop, that seems simple to connect. Am I doing something wrong?


texts: Blender does not use GPU while rendering a project in the Video Sequence Editor

texts:
I hope someone can help me, as this can help boost my rendering times.
I created a new video sequence project and double checked in the settings - my GPU is recognized, screenshot:

When I render the video though and check the gpu temperature, it is pretty normal (60-65 degrees). When I play games, it usually peaks up to 80-100 degrees, so I would expect something similar when rendering with Blender.
Does Blender use the GPU when using a video sequencer template? How can I double check if Blender is using my gpu?
I also have ffmpeg with h264_nvenc enabled (I can measure the difference in the console, up to 100% more speed), but cannot see this listed in the rendering options:


texts: Can you change the sampling settings per object?

texts:
I am wondering if it's possible to change the sampling or otherwise the render quality per object in a scene.

The use case is if I know an object will appear essentially the same with lower sampling quality, but other parts of the scene will take higher sampling to look good.

Example:
I have a cloud object on the left side of the scene, requiring volumetric calculation, greatly increasing the amount of render time for the whole scene. On the right side of the scene, there is a simple box with a diffuse shader, requiring no volumetric calculations. So because of the cloud, the whole scene takes much longer even though it's the only thing requiring extra calculations.

I supposed the current solution would be to render the parts separately (left, then right), then stitch them together in PS, but I'm hoping there's a better way to do it more selectively and precisely and within Blender.


texts:
I tried to run the script to copy the data block from an older grease pencil object into a new one and it works, but only in viewport.
When i render the image the grease pencil is not affected by light. I also tried to create a new grease pencil object, and in the rendered image it was lit up by the light.


texts: "ValueError: could not convert string to float: b'0,000000'" when import obj file

texts:
Imported obj file of a OSM
size 22 Mb

Is it a bug?

The significant trace in plain text: "ValueError: could not convert string to float: b'0,000000'" with the ',' (instead of '.') can be seen.


texts: Why i cant see ''Bake data'' on my blender 2.83?

texts: I am trying to make a fluid simulation but after all the settings done i dont see ''Bake data'' option in my physics panel.


texts: Baking a Texture with Reflection coordinates

texts: I am trying to bake a texture with Blender Internal on an object using Reflection Coordinates, I was using Normals Coordinates and a camera location to define the final result, but it doesn't work with Reflection Coordinates, the result is different than the camera view. Is there a way to achieve that with different settings?


texts:
I've created a mesh logo which has to be solid for a period of time in an animation. At a certain point in my animation, though, I would like it to dissolve into dust.

The problem is the transition between a solid object and smoke. I got the idea looking at a video that showed objects being destroyed, but that was done with the geometry of the object.

If I were to make my object smoke to begin with, it wouldn't look / behave / as it's meant to for the first part of the animation. On the other hand, if I were to break the object as many tutorials show, via a particle system, I don't know that it's possible to achieve the feel of smoke instead of the chunk particles that most tutorials show.

How can I transform my solid mesh into fine dust (smoke) smoothly half-way through an animation?


texts: Per-Face Vertex Color from Image Texture

texts:
Is it possible to convert a UV mapped image texture into per-face vertex color?
I found this script that can generate Per-face vertex color from Normals of 2.79, or an add-on Bake vertex color, but it doesn't work per-face.


texts:
Is there already a way in Blender to combine two very similar but necessarily different meshes (with different topologies) such that the result is an average of the two? The process I imagine would be something like aligning the meshes on top of each other, measuring the distance between the surfaces, and creating a vertex at the center of that distance.

If there's not already a way, anybody got any ideas?

The ultimate goal would be to average several similar meshes (like 3D scans) to suppress noise and amplify correct data.


texts:
I've been trying to make a twisted ribbon cable using curves, the array modifier and the simple deform modifier, and I think I've come close but I just can't get the effect in the reference image.

This is the ribbon so far:

Here are my modifier settings:

Here's the reference photo:

As you can see, the cable in my .blend is not convincing and too uniform in the twist without that nice frazzled look of the reference image.

How can I achieve this?

Thanks


texts: CPU baking only uses a fraction of the CPU, starting with 2.90

texts:
I just updated the blender version from 2.83 to 2.91 for our baking scripts, and it was running smooth in my local machine tests (GPU rendering), but when we ran the first test jobs on AWS machines (with CPU rendering), it was really slow. From 25mn to bake a few lightmaps, it went to more than 4 hours. The only thing that we changed in the code were two breaking changes from 2.91:
scene.ray_cast(layer, ray_origin, world_normal)
# became
scene.ray_cast(layer.depsgraph, ray_origin, world_normal)

#and

bpy.ops.export_scene.gltf(export_materials=True)
#became
bpy.ops.export_scene.gltf(export_materials='EXPORT')

In the logs, from what I can see, there's not much difference. The most suspicious difference is that in the bakes with 2.83 there was this line before each bake:
Fra:0 Mem:593.81M (0.00M, Peak 725.36M) | Time:00:15.92 | Mem:0.00M, Peak:0.00M | Scene | Loading render kernels (may take a few minutes the first time)

Which is now absent from bakes done in 2.91. Because the logs are reaaally long (90k+ lines) it's difficult to do a thorough analysis. All I can see, when searching for the lines I log before and after baking one map, is that the logged time is much slower with 2.91 and that the line stated above is absent at the beginning. There's not much more I can see...
EDIT: Comparing the documentation for BakeSettings from 2.91 to 2.83 I see there is now a "max_ray_distance" parameter, that is set to infinity by default. It might be my problem. Gonna try and tweak it.
EDIT2: the max_ray_distance parameter didn't change a thing. I was able to reproduce the issue on my computer, and observed that while baking with 2.83 uses 100% of the CPU, on 2.92 it uses almost nothing.
Gonna try the 2.92 beta next and 2.90 to see how they behave
EDIT3: I tried making a simple blender project to reproduce the problem and open an issue. But strangely, the problem did not occur then. There must be something we're doing in our code that makes it behave differently than just making a simple plane mesh and hitting the bake button...


texts:
I'm trying to create islands using musgrave texture and i would like the ColorRamp colors to follow the shape of the islands that musgrave texture does.
for now i got this:

but i would like something like this (will manage colors later):

Can you guys tells me if it is possible and how to achieve it?


texts: Baking procedural textures not working completely

texts: So I am trying to export this model that uses procedural textures to a game engine so I have been trying to bake emission textures for the diffuse but for some reason some of the textures bake as just solid black. More weirdly as is most clear in the second screenshot one of the textures baked a couple stripes that seem normal but nothing across the rest of the texture.


texts: Stencil image appearing extremely low resolution. The original image is 16000 px... why is the resolution so low when painting a stencil image ?


texts: Applying normal map increases shadow contrast

texts:
Applying a normal map to my mesh makes the render use almost only 2 shades of grey and creates very contrasting shadows
Here is a render with normal map:

And here is one without:


texts: Show Convex Hull Collision in the viewport

texts:
Like in the title, is there any way I can see the Convex Hull mesh when I enable the rigid body on an object? I can see sphere, box, cone and all the primitives, but convex hull nada. Seems like quite a needed feature to be able to see it, Maya has it for example.
I read somewhere a guy said "turn on view physics" but I searched everywhere and can't find it.
Thanks in advance!


texts: I'm trying to import an FBX to blender but I'm getting an error. Any ideas?


texts: Can you make a bump map texture emit light in Cycles?

texts:
So I thought if I can use a bump map to create, uh, bumps on a surface... I thought I could somehow make it glow/emit light?

Is there a node for that, or maybe there's a method to do that?


texts:
I have several blend files with models in them.
Each of these blend files use a common texture.
Each of the blend files are linked into a Blend file with an environment in it.

When I render this environment - is the texture loaded into memory once, or several times?

If im using GPU rendering then the number of textures has to be efficient. If it loads the same texture multiple times I will have to append the objects into the environment rather than link them.

I'm using Cycles.

Thanks.
Oliver


texts: material not fading alpha smoothly in blender internal

texts:
I have animated the alpha value of a material. At one frame, the material is all dark, at the next´, it is as it should be.

Here is the material in the two frames:

I was hoping that you could give me an idea what went wrong.


texts: It it possible to prevent timeline cursor going further than the end frame? For example, I have only 100 frames, but the cursor can go to 105.


texts: (SOLVED) UV Unwrapping does not work properly

texts:
So, i think many of you have been at the point of watching Blenderguru's beginner tutorial.
I am currently at Part 5, Level 3 where you need to UV unwrap your cup. There are two problems, the first being, that my UV map is not showing up properly as it should (see Screenshot). The second problem is, that after I created the first seam, it literally made a seam into my object and I dont know how to correct it.


texts:
Lost my 3d Manipulator in my current session.

Things I've tried, ctrl space, checked snap, and reset to factory settings still nothing.

Started a new blend and the 3d Manipulator is present.

Using 2.79a on a higher end Windows 10 laptop.

tia


texts: What is the difference between Active Strip and Selected Strip?

texts:
I understand that the active strip can only be 0 or 1 and that the selected strips can be >= 0, but other than that, what is the meaning of these 2 concepts?
A Python scripting perspective would be appreciated.


texts:
I currently have a vector image of a simple sprite similar to the people in the image except with eyes and I was wondering if anyone knew how to add a texture to the imported vector image and then give it a bone structure that allows me to move the arms, legs and neck around similar to in the image. Ideally, the texture would be animated (so they can blink) , but I'm asking a lot now and I'm not sure if that's possible.

I'm new to Blender, by the way.


texts:
So I have these balls flying like meteors from behind an Earth.
Each ball arrives at it's location and the next one comes out.

Since I'm rendering the balls separately (Programmatic Sequence Rendering ), I had to get rid of the Glossy effect showing the particle effect of ball 2 reflected on the glossy texture of ball 1 (etc....).

Is there a way to render ONLY that glossy reflection parts, that appear in the images above?


texts: Certain vertices and edges are discolored (2.79b)

texts:
I've been wrestling with some free assets that refuse to render correctly no matter what I do. Currently I have a blend file with many imported glTF files, they all seem to render properly enough except for vertex-specific lighting issues that I can't seem to iron out.

Before this, I had tried using the OBJ and FBX files that came with this package and there were a couple bizarre lighting issues- Firstly, whenever I tried to add lighting or shadows the light would go on the side opposite the light source and would overlap with the shadows. I had imported the models into Godot but this also happened in Blender. The second issue was that when I tried to edit the meshes in blender the lighting would go nuts. I'm curious about this but it's not entirely relevant to this specific question.

Here is the package I am using if you want to look yourself.

Currently these glTF assets are all free-floating triangles save for the ones I have edited so I am going through manually and removing duplicate vertices on each model. Some of the models have discoloration on specific vertices that I know aren't normal issues (tried recalculating normals many times) and don't all disappear if I separate the meshes or fiddle with shading modes (sharp , smooth). This specific model, a canoe, had a lot of issues but I have fixed all but two very persistent vertices that are greyer than normal in edit and lighter than normal in render.

This is Material shading but in Solid and Rendered the discoloration is a more subtle gradation, yet still annoying. This is in Cycles Render, also.

Here is the .blend:

If anyone can tell me how to make the coloration normal throughout the model that would be very appreciated!

EDIT: Turns out every single model from this source had messed up lighting (OBJ files too) because they had Custom Split Normals Data. I don't know what that is but dang is it annoying to remove it from every single model and then re-export!


texts:
i wanted to reflect the  3d model  in mirror. i added a plane and i have increased metallic nature to 1
and  decreased roughness to 0
 but i have added a background image hdri  before.so its reflecting the background image not the 3d model .
so how can i get rid of this  problem ?
 if i remove the background image hdri . its not reflecting anything at all
 in top view i can see a little bit of reflection..


texts: why can't I render only freestyle stuff while using eevee?

texts:
I'm working on a cartoon character using eevee and I want to add freestyle to it. in 2.79 I used to render freestyle lines in a separate layer and since I only used cycles, I could just hide the mesh in one layer like this:

After this I would have a freestyle layer that I could composite however I want.

The problem is that eevee for some reason doesn't have this View Layer>Filter tab.

So the only way to make this work is going to cycles, render the freetyle layer, going back to eevee and rendering the surface layer, and this would be ok if I didn't want to render an animation.

I need to know some way to work around this and the reason why eevee doesn't have the "filter" tab in the View Layer.


texts: How do you resolve this problem with rendering and animation?

texts: whenever I attempt at rendering, this issues appears, usually for one frame, but happens consecutively across the animation in various places. It usually comes in and takes over the scene occasionally


texts:
I'm compiling an external C package for my Blender  2.78a Python 3.5.

My compiling script looks like

from distutils.core import setup, Extension
import numpy
setup(name='_tifffile', ext_modules=[Extension('_tifffile', ['tifffile.c'], include_dirs=[n
umpy.get_include()])])

Upon running it, I got

tifffile.c:71:20: fatal error: Python.h: No such file or directory
 #include "Python.h"
                    ^
compilation terminated.
error: command 'gcc' failed with exit status 1

I looked into /blender-2.78a-linux-glibc211-x86_64/2.78/python/include/python3.5m/ and indeed didn't see Python.h.

In general Python community, people suggest simply uninstalling the current Python and reinstalling the dev version. I don't wanna hack the Python bundled with Blender like that.

How can I solve this problem?


texts: Add a panoramic background to scene in Cycles

texts:
I have a panoramic image which I would like to set as a spherical background for my scene, which is using Cycles Render.

As the camera changes orientation, the background should stay fixed (like a skymap) and not move with the camera.

Any ideas?


texts: How can I build a model out of hexagons? (honeycomb effect)

texts:
I am trying to build a dome that consists solely of hexagons.
They may vary a little in size but should retain their hexagonal shape and should not be squashed at the bottom.

Also, is there a way to make the hexagons a certain size?

Example of the model:

Desired effect (right half):

EDIT:

I found out that what I'm asking for is a mathematical impossibility.
The shape I was going for is cald a Icosahedral Goldberg polyhedron.

As you can see the mathematical equation for faces by type is:
 12 {5} and 10(T − 1) {6}
 T = m2 + mn + n2 = (m + n)2

Therefor it cannot exist.

My perception of the desired effect was false as this simply was a 2D tiled image.

What should I do with this question which I can not translate to a correct answer?


texts: Hi everyone I'm still a beginner at blender and I'm trying to make a simple wheel rotation using empty and drivers, the wheel rotates fine when I move the empty on local Y-axis but the problem is when I try to turn the empty on local Z-axis the wheel also rotates in place, this is not what I want and I don't know what's wrong, anybody has a solution? thank you very much


texts: How to make the outline of the cut clearer with Knife Project?

texts:
This is my result of knife project

and this one is when I saw some tutorial,

is it just about the setting of the view, or maybe there's a way to make the mesh clearer?


texts: How to add this primitive to the Primitives menu in Blender

texts:
Can anyone please tell me how to add/install this script:
How can I create a mathematically correct arc/circular segment?
into Blender 2.83? I have opened the file named operator_mesh_add.py in the folder blender-2.83.0-linux64/2.83/scripts/templates_py/ and added the code there, but after restarting Blender there's no added entry in the primitives menu.
I have looked everywhere online for a script to make true arcs in Blender but this is the only one that (judging by the animated gif on the referenced page) seems to work in the way I am used to making them, as in SketchUp; draw begin point, then draw end point, then set the distance.
I'd appreciate any help!


texts: Why is my smoke in such a bad quality (cycles)?

texts:
For a university project I'm working on a 3D scene. Most of it is finished, if I render it with cycles everything is alright except the waterfall. It looks like I rendered it in a really bad quality. I made the waterfall with a smoke simulation at an extra renderlayer with an extra lamp, because in the normal scene it will look pitch black.

Thank you :)


texts: Controlling how deep a reflection goes in Cycles

texts: If I want a reflection on a glossy surface to fade out after only a bit, how can I do that in Cycles? I have tried using a texture to regulate where to have a glossy shader and where to have a diffuse one. This however, doesn't work as the object casting the reflection is circular so a straight border as I get when using textures doesn't work.


texts: Particle age acting weird (particle info node)

texts:
The colors are equally distributed in the color ramp node but, for some reason, the really bright parts are only shown in the first two frames of the particle age, as seen in the picture.

Even when I remove the color ramp and connect it straight to the emission, it comes out with the same result but in black and white.

How do I fix this?


texts: How to merge vertices without affecting custom split normals?

texts:
I have a model with some split edges that I want to merge:

Both vertices and edges are duplicated along the selected edge loop. You can see the duplication in there being two vertex normals (blue) at each point. However, the model contains custom split normals and they are set up so that the vertex-per-face normals (magenta) coincide, giving the surface a smooth appearance.

I want to merge these split edges while preserving the vertex-per-face normals. When I select two vertices at one point of the edge loop and use the merge vertex tool on them, everything works as expected:

The two vertices are merged into one and the vertex-per-face normals are kept as they were.

However, when I try the same thing on an adjacent pair of vertices, something strange happens:

The vertices are merged just fine. However, the vertex-per-face normals of both the newly merged vertex and the one merged before are affected in a strange way, now being slightly tilted away from each other.

Why does this happen and how can I prevent it? The model contains both smooth (coinciding vertex-per-face normals) and sharp (differing vertex-per-face normals) split edges that I want to merge while preserving the vertex-per-face normals. I have tried both the vertex merge and the vertex remove doubles tools. Both affect the vertex-per-face normals in the way outlined above.


texts: How can I scale all objects in the scene about the origin using Python?

texts:
I'm currently writing a small script to help ease exporting objects made in Blender to the Unreal Engine, and one of the things I need to do is scale all mesh objects by 100 about the origin (0,0,0).

Although I have working code, the way I'm doing it seems a bit obtuse and I was wondering if there is a more direct way to do it. This is the code I have:

for ob in context.scene.objects:
  if ob.type == 'MESH':
    ob.scale *= 100
    ob.location *= 100
    ob.select = True
    scn.objects.active = ob
    bpy.ops.object.transform_apply(location=False, rotation=False, scale=True)
    ob.select = False

Because of the selection stuff, in order not to lose the user's selection, I also have a bunch of code to save and restore the selected and active objects, which I'd rather not have. I am also not 100% sure if the scaling code is working flawlessly or not. It seems OK, but there is also bpy.ops.transform.resize, which might be more reliable, but then I need a bunch more code in order to set the 3d cursor position to 0,0,0. Is there a simple function along the lines of ob.set_scale(value=(100,100,100), pivot=(0,0,0), apply_transform=True)?


texts:
I have made a pie menu like this for my own usage

But actually I want it to be like this:

Are there any way I could do it?


texts: Preserve Shape of Texture, when Object gets edited?

texts:
I have a custom texture applied in UV editor to the mesh. However, I need the  texture to save its shape when I move vertices of a mesh (right now, when I move some vertices in edit mode my texture also follows these vertices and changes shape.

How can I achieve this?


texts: Change of model origin does not export to .ac format

texts:
I'm trying to modify a model of a windturbine for use in Flightgear. The origin is at present set at turbine level, so when the model is placed in the scenery, it is buried in the ground. I want to change the origin, so that it is at the base of the tower.

In Blender I have "set origin to 3D cursor" with the cursor at the base of the tower. I export to .ac, place the object in the scenery and the origin is still at the turbine level


texts:
I am looking for an altenative of this script (which split renders a .blend file, much faster): https://github.com/jendabek/BlenderRenderController
but for Linux and working with the latest Blender version. Do you know how I can speed up VSE rendering? I think a bash script can help too (or a python), because there is this api: https://docs.blender.org/manual/en/latest/advanced/command_line/render.html
But somebody must have written this already, I hope. I have 12 cores which I want to utilize.


texts: Blank Render changes under similar conditions?

texts:
I've uploaded 2 screenshots. One has the 2d material viewed NOT through the lense of the camera in rendered/object mode. The second IS the same but viewed through the camera and for some reason, it can't be seen? Why is this so!?

Many thanks,


texts: How to divide a face into a square grid?

texts:
I need to do this for displacement mapping, subdivision gives a bad result and makes triangles distinguishable.

Related to: How to divide a circle into a square grid?

But I get the error "No other selected object found to use for projection".


texts: Trying to set transparency on the viewer Node

texts:
First time posting in blender but it's important. Thank you for your support.

I have a model which have a Mix Shader with Glass and transparency shaders mixed, both with a texture as Color.

When I use the nodes for compositing, the glass of the model doesn't transparent with the background. If I set to Multiply, all the model multiplies and I can see through the glass, but cannot with Mix.

Someone can help me with these? Any advice for handle those situations? Thank you very much.


texts: Anyone know how to preview Dynamic Paint weight properly in 2.8?

texts:
Does anyone know how to 'see' Dynamic Paint in 'weight' mode in Blender 2.8?
I've trawled this link- https://developer.blender.org/T56349

And this looks like how you're supposed to do it-

We have workarounds for displaying previews:

Vertex Paint:

Configure Output Paintmap Layer and or Wetmap Layer
Switch to Mesh Object Data properties tab
Activate Vertex Color
Switch back to Physics properties tab
Activate workbench vertex color type

Weight Paint:

Add material
Configure material to display weights
Switch viewport to Lookdev or rendered mode in EEVEE/Cycles.

I'm interested in the Weight Paint bit- how do you 'Configure material to display weights'?
I've tried an attribute node colour & factor outputs, either direct into a principled BSDF, or via a colour ramp, but see nothing after baking the Dynamic paint.

The DP Weight map seems to bake out, and seems to influence smoke sort of correctly, it doesn't do such a good job with particles (used for density), but that could be my setup, or the fact that I can't 'see' the weight map.

Here's a quick test I tried- https://www.dropbox.com/s/54oht3nvnnxljaa/DP_Weight_2.8_Test01.blend?dl=0

Any help- greatly appreciated...

Edit: It does work for particles if you use Monseiur Merle's method of masking out the DP Weight painted part of the canvas (https://www.youtube.com/watch?v=J313g2N5hZc), then emitting particles from that.
It does not seem to work using the DP Weight map for particle density, like a hand painted weight map will work for particle emission.

Here's a second file showing that- https://www.dropbox.com/s/4cyvqcqgand9ukl/DP_Weight_2.8_Test02.blend?dl=0

Should the DP Weight map work for particle density or do you have to use the mask+weight edit modifier method to get the effect of particles emitting from the weight painted areas only?

Once again, any help greatly appreciated.


texts: Multiprocessing module for generating mesh objects

texts:
Im relatively new to multiprocessing and blender and am trying to create several 100,000 mesh objects at once (all are randomized, so I cant use a particle system (I dont think). These objects are then dropped into a box using rigid body physics.
I have optimized the physics element of my script (for which I believe I cant use any multiprocessing), but want to see if I can speed up the generation of my mesh objects. Would multiprocessing be an option as I have 10 cores available and am currently using one.
I have attempted the following multiprocessing section, but it crashes blender, im aware that the code is very privative and needs substantial work, but any guidance is appreciated.
if __name__ =='__main__':
p=Process(target=rockgenerator,args=(nop60,(0.05/2),(0.06/2),cords,Xmax,Ymax,0.98,0.98)
p.start()
p.join()

where rockgenerator is my function for generating my mesh objects and the other arguments control some aspects of the rocks, location, rotation etc. nop60 is the number of rocks to be generated.
Is multiprocessing in this case possible?, actually advantageous?


texts: So basically when I assign a material to selection, because of the faces being grid-like, the material will have a really jagged zig zag edge. How do I get around this?


texts: Blender won't start anymore after cleaning up my OS with the Display Driver Uninstaller (DDU) after switching graphics cards

texts:
My Blender worked fine until today. I suspect that it has something to do with me cleaning my OS and deleting old drivers and programs. I used DDU (Display Driver Uninstaller) to get rid of my old AMD Graphics Driver because I bought a new Graphics Card a while ago (NVDIA GEFORCE GTX 1060). I updated all my drivers and now Blender won't start anymore. When I click the Blender icon the program window with only grey in it pops up and my "loading cursor" keeps loading infinitely. When I try to press buttons I get the message "Blender.exe has stopped working".

Things I already tried:

Reinstalling Blender
Downloading the "opengl32.dll" for 64bit systems and putting it into the Blender folder
Trying to start the program in the directory instead of the shortcut

Nothing helped so far. Does anyone know what went wrong and how I can fix it?


texts: How can I upload my own image as a background image and texture to a 2D animation in Blender 2.8?

texts: Although this was been asked and answered before, I still do not understand the process. I am a complete novice- this is my first day using Blender for 2D animation. I don't know how to upload my own images to materials/textures or how to add a plane. I am struggling to find a straight forward answer here, and I've been looking for about an hour now. Please let me know what is the best way to upload my own image as a background AND texture for 2d animation.


texts:
I have created a pyramid by adding a cube, then selecting the 4 upper vertices and clicking Alt + m, then "To Center":

I would not like to make the sharp top "dull".

There should not be a sharp end anymore, but instead I would like to create something like this:

To do that, I tried to insert an edge loop into the pyramid.

However, this doesn't work: It only wants to insert an edge loop at the "ground" of the pyramid (where we still have 4 vertices), but not on top.

I'm stuck. How could I resolve this?

Thank you!

Edit: I found out that the Knife tool allows me to cut my pyramid. Is there a smarter solution anyways?


texts: Semitransparent texture makes some objects behind transparent in viewport

texts:
I stumble with this issue and searched for a solution, but haven't even found a reference to it.

The problem is that in the viewport (in the render all is fine) some materials with semitransparent textures make some objects behind them transparent. Alpha values of 0% and 100% work as expected.

The problem is present in Blender Internal and Cycles.
Tried different display options like multitexture, GLSL, display mode Material and Texture but nothing solves or even affects the problem.

After some testing discovered that changing the parent modifies the beheavior, even after unparenting.
In the this images you can see the eyebrow and the sphere make the face behind them transparent. I parented the lower sphere to different object and some became solid and remained that way after being unparented. The eyebrow started working properly after being parented to the face.

Managed to reproduce the problem in a smaller .blend
Even the selection of objects changes the transparency momentarily, so in this examples nothing is selected.
If I select the eyebrow the transparency works as expected.
If the blue plane is selected the problem persists.
And if the red plane is selected, even that one becomes transparent when behind the semitransparency!

To permanently change how the transparency works I had to select the eyebrow and parent it to the blue plane, after this I could unparent it safely. If I wanted to reactivate the problem, select the blue plane and parent it to the eyebrows. The problem is back even if you unparent it.

I don't want to parent the semitransparent object to everything in the scene to avoid this issue. Is the a better solution?


texts: How can I make a Voronoi fracture in Blender?

texts:
How can I make something like in the picture in Blender?
I would also like to apply different textures on each cell.


texts: Why do automatic bone weights paint distant meshes

texts:
I have created a simple block-person from a few cube meshes, as well as an armature. When I parent the armature to the meshes with automatic weighting, it seems like blender is assigning distant vertices to a bone while ignoring nearby vertices.

The docs on automatic weights say:

  It calculates how much influence a particular bone would have on vertices based on the distance from those vertices to a particular bone (“bone heat” algorithm)

This doesn't seem to be what I observe. The calf.r and thigh.r bones are closer to the vertices in the right leg than the vertices in the left leg, yet they entirely influence the latter (visa-versa for the left side).

I realize that I can manually assign vertex groups if needed, but I'm wondering if this unintuitive behavior means I set up my mesh or armature poorly.


texts: Why are modifiers not applied to child objects?

texts:
If an object has one or more children or other descendants, you would expect that when you apply a modifier to that object, it would apply to the descendants as well. At least for the Array and Mirror modifiers, this would be extremely useful.

However, this does not happen. Empty objects are recommended for grouping objects together, but they cannot even have modifiers -- there would be no point, unless they could be applied to the children, but this doesn't work even for normal parent objects.

I tried to report this deficiency as a bug, but it was immediately closed as "Invalid", by somebody who apparently didn't bother to read it.

https://developer.blender.org/T44150

That bug report has some examples attached, of a situation where this ability is in fact rather necessary -- empty parents are being used to apply coordinate transforms, rather than grouping objects, but this then prevents the Array modifier from being used in the necessary way.

Is there any rational reason why at least the Array and Mirror modifiers cannot be applied to child objects, at least as an option?

Other people are asking the same question:

Applying array modifier to multiple items

It's been suggested that my question is a duplicate of the one above. They are certainly related to the same issue (which is why I included the reference in the first place). However, the question that person actually asks is "What am I thinking wrong?" -- as if he's misunderstood the situation. I don't think I have misunderstood the situation, and the question I'm asking is why at least the Array and Mirror modifiers don't work in the way a lot of people would expect.


texts: BGE: Change Actuator's Track-to Time value using Python?

texts:
I want to change the Time value for an Edit Object: 'Track to' actuator in-game. Seems like something that should be achievable with Python - but I can't find any documentation on this.

To add to the confusion, the documentation I could find refers to refers to this actuator as the TrackTo Actuator, although no such actuator appears in the list of actuator types:

Instead, Track To is listed as a subset of Edit Object. It is also listed this way in the documentation for the Edit Object Actuator: Track To
(Although this page doesn't go into any details about Python).

This Blender Artists thread was helpful for at least getting one object to track to another, but the Time value is not mentioned. And I can't even get the tracking to update with each tick.

After reading that thread I looked to the API to try to better understand alignAxisToVect(). It takes three arguments, one being a factor of how much to align, but it seems that any updating over time would need to be programmed manually, and I'm not sure if it would look smooth.

There is an angularDamping attribute as well, which seems like it ought to do something similar to the track-to Time value. But at this point I'm speculating.

If anyone knows how to get at this Time value or emulate its functionality with Python so that it can be updated in-game, please share.


texts:
I'm trying to scattered crumbs using the hair system.  The problem is that all of the dupli objects are facing the same direction.  Is there a way to randomly rotate each particle (similar to the random size setting)?

Currently I'm achieving the effect by brushing the hair but this prevents me from editing the initial settings afterward.


texts:
I was just 3d modeling as usual and I enabled the Archipack blender addon. Everything was fine until I tried to undo something and it didn't work. I went to a new project and the same thing happened. I moved a mesh in object mode and it wouldn't undo. My shortcut is CTRL-Z as usual.
I first disabled the addon, which did nothing. I then tried manually going to commands and undoing, and that didn't work. I then checked my keyboard in another program (It works fine). I tried all the blender stack exchange forms, and none of them worked. I updated windows, Gforce, and my driver (Still no difference).
Then as a last resort completely uninstalled blender and its cache, and installed the newest version, and still it doesn't work. I've studied my undo settings and everything, blender is refusing to undo!


texts: Hi I am currently starting out blender and i have created a face using vertices. I filled the face and now i want to subdivide it. However, the subdivision tool does not work on any of the faces. Can anyone explain to me how to subdivide the faces and why subdivide works on primitives such as cubes but not on the created face? Thank you


texts: How to create ambient particles in Cycles

texts:
How can I create some ambient particles in Cycles, as showed in the following images:

If I need to use the particle system, please be very specific, because I don't know how to use it.

Thanks!


texts: Toolbars and Headers don't have transparent backgrounds

texts:
heres a screenshot of a youtuber's blender UI (look at the top and left side)

and here's a screenshot from my UI

what can I do to make the toolbar on the left and the header transparent?


texts:
I made animation in 2.79 & I opened it in 2.82 to render. All effects work (dynamic paint, ocean, particles, soft body), but fire doesn't work. It doesn't even appear in preview window. Also, all fire settings were reset. I found answer how display fire, for this need to change Type of Domain to Replay. But Bake button disappeared.

How to bake fire simulation on Replay? Other types Modular & Final don't display anything even after baking. Or what to do so that fire is displayed & rendered in 2.82 Cycles (and preferably with settings from 2.79)?


texts: blender 2.90.1 : I can't make work the knife tool and mirror together

texts:
As you can see on the picture, I tried to cut a face with the knife tool while having the mirror modifier.
It seems to work well until you realize that on the mirrored cut, no vertices have been created, it is just showing a fake edge that cannot be selected.
on the left part, I can select the two faces that result from the cut, while on the right part, I can only select the origin face.
Do you have an idea on what I am doing badly?
I have seen in another thread that the object has to be symetrical. Mine should be as I created a cylinder with 12 sides, and just extruded the top vertices before making the cut.
Thanks in advance for helping me (trying to learn blender is a really cumbursome journey ! )


texts: How can I make stationary lava with the fluid simulation in blender?

texts: I am wondering how to make stationary lava with a fluid simulation in blender.  I don't want it to be an object I want it to be fluid.  And I also don't want it to be filling up as the animation starts.


texts: How can I have presets for multiple render options?

texts:
I've been working on a huge scene and i'm using the quick render feature a lot. but i'm always stuck with one option to render with all the time if i want to change settings such as sampling,performance, light paths settings and i have to go and adjust these numbers manually.
i usually render my quick render with lower light paths number but when i want to get an actual render i have to go back to these numbers change them again and i always forget what were the initial numbers.

Is there anyway i can have multiple rendering options presets, let say one for testing, one for quick render one for production. so far the only value i know i can change is sampling for quick render and final render.

is there any addon for it , or is it hard to write addon myself?

one suggestion i got was to have multiple scene but if i change anything in one scene i have to copy it across and it's more time spending moving stuff around.


texts: How to reroute faces in blender 2.79 what is (ctrl a) shortcut stands for?

texts:
do you know about rerouting faces in blender by pressing (crtl+a)can change faces route to form or change face shape, it joins or rotate faces to form a face as required by artist
i have an video link the guy is doing it by pressing (CONTROL A) i cant do it please help please follow the link below to know what i want...
https://www.youtube.com/watch?v=6Lu-n5cd6y8&t=244s


texts:
My model gets messed up when I try to export it. How do I change it to be normal? Some parts of the model are missing, even after I join the model together.

eDIT- here is the download link


texts: When I select something I want to extrude from a face but the shape that I want to extrude is just a little smaller than the face how can i adjust the face extrusion shape to do this? So in otherwords it's a face inside a face but the second is smaller.


texts: Alright so, it follows the curve but they wont follow in line, they will all rotate at the same time not following the line, the primary will follow it but the rest in the array will copy the first and not follow the array correctly.


texts:
I'm new to Blender, and I did some modelling, liked what I had...however I'd forgotten entirely about UV unwrapping.  I'm hoping to use this in UE4.

It's made out of identical parts, however none of them are UV unwrapped.  Is there any way to unwrap one, and then copy that map to all the others.  Or is it just worth starting again and doing it properly in the first place?

Any ideas or suggestions would be appreciated.

Thanks


texts: How to apply every sub-division surface modifier in a blender file

texts:
So I have hundreds of subdivision surface modifiers:

(Theres way more)
And I need to apply them all, but if I did it one by one, it will take hours.
So is there a way to apply all the sub-division surface modifers at once?
I have a bunch of other modifiers that I can't apply though (Armature, array. etc) because it will ruin my scene. So I need to ONLY apply the sub-division modifers, and no other modifiers.
Thanks
Daniel


texts: Im trying to make a cutout in a ring but I keep having the problem that the loops cut over themself at some point near the edge...


texts: How to fix final render causing issue by having pixelation using cycles?

texts: This is a fbx file imported to blender originated from C4D and having an issue with Cycles render. Just like what you see on the below, preview looks fine but the final render has this weird pattern shape. All the other parts are okay but only the faceplate is having a problem. All I did so far is added new materials and changed color. Is there any possible way I can fix this? I am new to blender so it would be graceful if I get some help with this. Thank you!


texts: Is it possible to make the object change color when touching another object?

texts:
I use Eevee and I decided to do synthesizer animation. Faced a problem that I do not know how to properly make the material. The essence of the material is the color change when animating the keys.
Material in action:

Material nodes:

The problem is that the color change is associated with specific coordinates, and I cannot move the synthesizer. How to associate a color change, for example, with the touch of one object to another? Or change the color relative to the main part of the synthesizer? Maybe there is a better way?


texts: Brush is blocky and noisy to sculpt with despite quite low dyntopology detail value

texts: Image shows a tutorial I attempted to match with my settings, and yet still couldn't find a way to naturally sculpt the mesh without making it increasingly blocky.


texts: Boolean Difference not working as expected

texts:
I'm three days into Blender (and loving it!) so please don't be too harsh.
For my small project I decided to create a lightbulb and I'm struggling with the base. My goal was to model a screw thread contact by subtracting a spiral from a cylinder, but I simply can't make it work.

So this is the base

And this is the spiral that I want to subtract from it

And here is the final result of the Boolean modificator set to Difference.

I know this modificator is funky, but still I just don't get what's going on here.
I would highly appreciate any help with where to look at.


texts: Why Geometry's Tangent are difference from Tangent node?

texts:
According to the document, geometry node's tangent is surface tangent in world space. And tangent node is from a manually created UV Map for full control when use UVMap. They output difference result to me.

In my understanding, tangent inherently associated with uv, so the tangent node output result is right. I just wonder what exactly is the geometry's tangent to. Can anyone explaning it to me? Thanks


texts: When I rendered my project, it seems to be completely grey. Also, I have Blender v2.79

texts:
I'm a noob at Blender so that maybe the problem. I have Blender version 2.79. I rendered it a couple of times, but it still came out gray. These are screenshots taken before and after the render. (the first one is before, the second one is after)

Please help!!


texts: Is there a way to use a point other than the origin as the center for "edit object" "add object"?

texts: I am making a simple gun that is rotated on it's base by the mouse (sort of like a cannon), and am not using rays for firing, but an object parented at the end of the barrel which uses "add object" to fire bullets. As such, the object's origin is the same as the barrel's, so that it stays at the end of the barrel when the barrel rotates. It's all fine and dandy, except for that the "add object" spawns the objects at the origin, far in the back of the barrel. This causes the bullets to come out of the side of the barrel when quickly swerving, as the bullets are not coming from the barrel's tip. So, is there a way to make the "add object" bullets come out of the tip of the barrel, where the object is placed, rather than the origin?


texts: Renderlayer is completely white and Im NOT on depth pass?

texts:
Ok, I dont know whats happening but I have a render layer that is just rendering white, and Im on Combined pass so thats not it. Settings:

The objects on that layer are special, but I dont see how that would affect things:

Whats wrong here?


texts:
I would like to make random path between 2 vertices.

When I press J, it cuts faces. I would like that path chooses already exsisting edges between 2 vertices.

Is it possible to do that without selecting it ?


texts: Export a thing to anything other than a single mesh?

texts:
Anyway i try my thing becomes a single mesh when i export.
This is not useful for anything really and i am sure i have missed a basic klick somewhere.
How do i save it so the different parts are individually selectable and movable in another app?
Thanks!
Here are some more words.. not related to my question though, they are only here to please the system. I don't know why it's so picky.. makes me wonder, what questions do we never see because they are blocked by this system?


texts: Execute Node Tree returns different result each time it is run in static setup

texts:
I created an animation-nodes setup which should take a cube, scale it and translate it by its new dimensions. This step should be repeated so I put it in a loop.
I thought when I press "Execute Node Tree" the result I obtain would always be the same; instead it changes; the same problem persists if I decrease the Instances in the Object Instancer.

I do not fully understand why this is and I don't know how to fix this. The behavior I'd like to is that when Instances is for example 4 it should not matter if it was some other number before.

Attached is a screenshot of the setup and the (expected) result of the transformed cube as well as the .blend file.

Any help is greatly appreciated.
Best regards

blackno666


texts: Why does camera this tracking fail completely even when the solution value is very low?

texts:
The attached animated gif shows some frames of a video with a mesh box placed at each tracking marker used to successfully track (solution error <.4) an 800 frame chunk of video.

The point is to illustrate just how poorly the camera tracker calculated: when the box is at a marker placed at the top of a faraway building on the left, it is actually visually much larger than when it is at the tracking marker closest to where the real camera was. I went to great lengths to be sure that the camera's sensor size and focal length are correct, and manually placed and followed all markers to be sure they were accurately tracking.

There is not a lot of parallax motion over the 800 frames, but there should have been enough to at least know that the point closest to the camera moved more than the point furthest away. Sometimes it seems to work, sometimes it doesn't. Does anybody know how to improve this?


texts:
Change my python type from Module to Script?
In Blender #game engine


texts: Why does Blender's tracker keep changing my focal length?

texts:
I've been trying to track a shot in Blender that I'm adding VFX to. The footage was shot on a 35mm lens on a tripod with a loose head. Because the shot only moves a small amount, the track points are very easy, but where I run into a problem is when I go to "solve camera motion". My 3d camera is set to a 35mm focal length to match my footage, but every time I hit "solve camera motion" blender automatically changes the focal length to about 24mm or 25mm, even if I don't tell it to solve the camera's focal length. It changes it regardless of what "refine" setting I select: "Nothing"..."K1,K"2..."Focal Length, Optical center"....etc. I do have the "tripod" selection checked.
Manually changing the 3D camera's focal length back to 35mm after the fact just throws my track off.
To make matters more complexing, I discovered that if I press the "solve camera motion" button multiple times, the focal length actually increases slightly each time. I can press the button over and over and the focal length ticks up like .4 or .5 mm in every time, which is completely bizarre. The track holds throughout this process, so I pressed the button a ton of times and actually got it pretty close to my 35mm focal length goal. But obviously this is not the way it's supposed to work, and I can't figure out a way to lower the focal length again either if I wanted to.
I'm currently working in version 2.90, but I installed the newest version to see if that improved anything -- unfortunately it did not.
Any thoughts one what might be going on here would be greatly appreciated! Thank you!


texts: Script to auto-detect features to track using Python

texts:
I am attempting to make these GUI steps into a script. When I follow this process manually, I get a tracking error under 1 and I get some great matches. This is far better than autotrack.
import bpy

Step 1 - Set tracking settings extra correlation to .99:
bpy.data.movieclips["Name.png"].(null) = 0.99

Step 2 - Loop through 1000 times
When in loop, it loops but only tracks one frame forward:
for loopv in range (1000):

Step 3 - Detect Features
bpy.ops.clip.detect_features(ctx)

Step 4 - Track Features 1 Frame
bpy.ops.clip.track_markers(ctx,backwards=False, sequence=False)

Step 5 - Deselect all features
bpy.ops.clip.select_all(ctx,action='TOGGLE')

or
bpy.ops.object.select_all(ctx,action='DESELECT')

Step 6 - End Indentation of loop and Return to Step 2
This is my current code. I have to hit Run Script. over and over, for it to work and go through all the frames of the clip.
import bpy
import random

#for loopv in range (1000):
ctx = bpy.context.copy()
for area in bpy.context.screen.areas:
   if area.type == 'CLIP_EDITOR':
   ctx['area'] = area

bpy.ops.clip.select_all(ctx,action='DESELECT')
bpy.ops.clip.detect_features(ctx)
bpy.ops.clip.track_markers(ctx,backwards=False, sequence=False)


texts: How to make redo last pop-up to not disappear after cursor moved out?

texts: I would like to have this window permanently on screen


texts: "skip" renamed to "frequency" in BGE logic bricks?

texts: In the logic editor, there is a "skip" instead of "frequency", I want to know if this is just a name change or a function change. I needed to make a flame, I was watching a tutorial and his version had "frequency" while mine had a "skip" instead.


texts:
Can I hide the source code in an add-on for Blender?
I want to sell add-ons for a fee.
And I want to hide the code.


texts:
Can i save a cache from 2.79 and use it in 2.8?

I am using 2.79 for the dynamic paint at the moment and was wondering if I can bring a cloth cache from 2.8 to my 2.79 file.
Or the opposite with a particle system into 2.8?

I am having rain effect a flag but since dynamic paint doesn't work on image sequence in 2.8 I am not sure how to do it.


texts: Merge Two Objects without Applying Subsurf to Both

texts:
I have two objects, one with a Subdivision surface object modifier, and one without. However, when I join them with Ctrl + J, the Subdivision surface modifier now affects both objects (not what I want).

Is there a way to join two objects with only the intended object being subject to a Subdivision surface object modifier?


texts: How to change from 30fps in the animation view (not render)?

texts:
I'm trying to figure out how to change the fps for when I press the play button in the scene.

It automatically uses 30fps and moves down if the animation uses to much resource.

I want to force it to a specific fps (1fps or 2fps etc)

thanks


texts: Need help in creating a chain of bones along a custom rotation axis

texts:
I'm struggling to find any helpful information. Every other video or forum keeps repeating what I already know about placement and rotation of the bones, including manual rotation of ones axis.
I want my bone to be oriented along a specific orientation (ex the finger hinges in the image)
I have created a custom rotation axis by selecting one the edges and assigning it.
Now, how do I assign the custom orientation to my bones so that they follow it when rotating? I used to do it in Maya by manually writing the coordinates of each bone but can't seem to find any info for Blender.
Thank you!


texts:
I want to generate circles as the distribution of random circles in a square cell. these circles have the same radius. constraints applied to these circles are: (i) these circles not overlap each other. (ii) these circles do not touch the square cell walls.

I want to create this algorithm with python, can you help me?


texts:
I'm trying to sort of float objects towards the camera and have them drift rotate. I have set up a force field and a turbulent force but they only seem to be effecting the position of the objects and not rotation.

I've attached some screenshots of the setup, any help would be greatly appreciated as I'd love to play around with forces a lot more, but can only seem to find tutorials related to particles!

Thanks


texts:
I sculpted a model, I retopologized it, and also uv mapped it. Now I want to give texture and colour it.
How to begin? Should I bake normal,ambient occulsion maps first then texture the uv planes? Or the other way around?


texts: How do find all instances of a mesh via Python?

texts:
All answers I've seen here before say to check whether an object has multiple users to know if it's instanced or not, but what if you have multiple objects with multiple instances of each?
How do you sort through them in Python?
(What I really want to figure out is how to perform operations in script which are normally forbidden on instances in Blender, but first steps first.)
PS. Not talking about collections here, but objects/meshes!


texts: How to create a realistic shader for french fries?

texts:
I'd like to create a realistic burger and I don't get how to create a shader for my french fries:

I tried adding procedural textures and displacements, subsurface scattering but unfortunately the shading doesn't look like realistic fries and too flat. Since I'm running out of ideas: What can I do to improve the shader to achieve a plausible and more realistic result?

Attached a blend with some fries and proper UV's:


texts:
For a workflow tool I made a panel in which it displays each separate library that is linked in my file. For each library I want to add some buttons that does stuff to the library in question.

So in this example I have my panel which shows for example 2 libraries and for each one it creates a "reload" button.

Now my question is.. How do I make it so the reload button only reloads the library I want to reload? I would probably have to give the button an id or something so it knows for which library it was created...

my code so far:

import bpy

libs = bpy.data.libraries

class Reloadlib(bpy.types.Operator):
    """Reloads the current Library"""
    bl_idname = "my.reload_lib"
    bl_label = "Reload"

    def execute(self, context):
        libs[?????].reload()
        self.report({'INFO'}, 'Reloading ' + libs[?????].name)
        return {'FINISHED'}

class LibPanel(bpy.types.Panel):
    """Creates a Panel in the scene context of the properties editor"""
    bl_label = "Scene Libraries"
    bl_idname = "SCENE_PT_layout"
    bl_space_type = 'PROPERTIES'
    bl_region_type = 'WINDOW'
    bl_context = "scene"

    def draw(self, context):
        layout = self.layout
        scene = context.scene
        layout.label(text="Libraries:")

        for i in libs:
            layout.label(text= i.name.replace(".blend",""))
            row = layout.row()
            sub = row.row()
            sub.operator("my.reload_xref", icon = "FILE_REFRESH")

def register():
    bpy.utils.register_class(Reloadlib)
    bpy.utils.register_class(LibPanel)

def unregister():
    bpy.utils.unregister_class(Reloadlib)
    bpy.utils.unregister_class(LibPanel)

if __name__ == "__main__":
    register()

Where the question marks are is where I should be able to make the difference between the first [0] or second [1] library in the libs[] array.

In future I would also like to ad an 'open' and an 'unlink' button for each library so I can make changes to the other file. But this works by the same principle as the reload button.


texts: How to rotate UV and preserve the correct aspect ratio?

texts:
Based on this answer,
Rotate UV by specific angle e.g. 30deg in Python script in backgroud mode

you can do a rotation of the UV mapping, then enter the rotation angle, so far everything is ok.
The problem arises when working with images of rectangular and non-square proportions.
This function will not take into account the appearance of this image, so the rotation will deform the image.
Obviously this does not happen in the uv editor.
It seems that this can be compensated for by obtaining the aspect ratio of the image. But I think it is an incorrect or inconvenient practice.
The question is therefore whether it is possible to obtain a correct UV rotation without knowing the aspect ratio of the image.
Here I attach the .blend example of the problem


texts: When I attempt to move the rig of the character the clothes overlap for some reason. How can I fix this? I've increased quality steps, applied scale and changed soft body and cloth settings. Would I need to sculpt the cloth?


texts: I made a house in blender v.2.77 and I textured the windows with a glossy and glass shader. After I rendered the image there were white pixels on the windows. My samples are on 200. How can I get these pixels away ? (sry,I could not add any pictures)


texts:
I am making my microphone in Blender I ran into a little problem.
I can't seem to remove that face, because I'm unable to select it.
Please , any suggestions?


texts: I have a problem. I want to particles stuck with object and move with it. But, when I keyframed object particles didn't move at all. What can I do? Thanks in advance.


texts: Conveniently make all movie textures play

texts:
So, I have a scene with multiple movie textures playing simultaneously, and I cannot get them all to play in the viewport (as the only way I know of to get one to play at all in the viewport is to have the UV/Image editor open, and also to be in Texture or Material shading view).

However, (and I may be wrong about this), it seems as if they will not all play during the final render either—a far larger concern.

I'd appreciate an answer to this troubling dilemma. How do I get all of my movie textures to play simultaneously in the final render, and if possible in the viewport as well?

EDIT: This is a very simple setup, simply consisting of a few materials with a movie file placed into an image texture plugged into the diffuse of a principled BSDF.


texts: Is it possible to unwrap materials made in Vertex Paint?

texts: I painted an group of objects in Blender using the Vertex Paint and was wondering if it would be possible to unwrap the mutliple materials(when the objects are joined together using Ctrl+J)? Do I have to paint it all over again?


texts: I'm trying to cut a hole into a mesh with the Boolean tool, but it just results in a deformed mesh

texts:
The Boolean tool is exactly what I'm looking for, according to the countless videos and screenshot tutorials showing it working perfectly. However, I can't get it to work. Here are my steps:

Create a circle w/ face
Extrude the lines to give the circle some volume
Move the circle to intersect the mesh, where I want the hole to be
Add the boolean modifier to the mesh
Select the circle as the object, in the modifier
The result is in the screenshot.

No hole, and an ugly deformation in the mesh.
Can anyone help?