texts: Baked normal maps getting altered on save

texts:
When baking normal maps in Cycles, the map comes out correct if baked "selected to active", otherwise it comes out too bright and blown-out.

The real problem begins when I try to save the map to PNG, after which even the correct normal map gets brightened and blown-out. The Color Space in the image texture panel also gets changed automatically to sRGB regardless of how I had it set before saving.

This brightened, incorrect normal map CAN be used in blender by setting the color space of the image texture node to "Color" as opposed to the usual "Non-Color Data" associated with normal maps, but it is practically useless for any other application. It certainly does not work in Unity for example.

Has anyone else seen this happen and how would I go about fixing it?


texts:
Note that I am a noob before answering.

I have attached an image of an Earth that I'm creating. I want to remove the glare of the glossy reflection on the surface of the Earth in the center.

Is there a way to do this in Blender Render?

Thanks, Greg


texts: When texture painting it uses the cpu to render the effects insted of gpu

texts: The issue is when I'm texture painting when I paint the object blender is using the cpu to show what is happening instead of the gpu. This is becomming an issue as it will take anything froma minute to a few to show the effects.


texts: Blender 2.8 refuses to launch with OpenGL error even though GPU driver supports 3.3 and is up to date

texts:
Blender refuses to launch and displays this error:

I have a Geforce GTX 970 and the drivers are up to date. NVIDIA specs confirm that GTX 970 supports OpenGL 4.4 (https://www.geforce.com/hardware/desktop-gpus/geforce-gtx-970/specifications).

Other system specs:
Win 10 64bit
Intel Xeon E5-1620 @ 3.60GHz
16Gb RAM

Any ideas what is wrong and how to get Blender to work?

All ideas appreciated!


texts: How do I change where an object goes when I press Alt+G

texts: So i am trying to create a rig. I want to make it so if i move say the arm or the eyeball, and I don't wanna have to keep undoing., how could I make it so i could just press Alt-G, and the object snaps back to where I want it?


texts: Problem with applying the Subdivision modifier

texts:
I was wondering if anyone can help with a problem I've been having with trying to apply to a Subdivision Modifier to a model that I've been working on for a while.

I asked about this problem on another website, but since this site deals with the more technical elements of Blender I thought that I would have a greater chance of getting help here with this problem than somewhere else.

Anyways, I had been trying to fix some problematic geometry on the lower area of my model's belly but since I had been trying to keep amount of overall amount of vertices to a minimum, there was a insufficient amount of geometry to work with in fixing the issue.  I then decided to try and apply the Mirror & Subdivision modifiers to the model so that I could increase of amount of vertices to work with and then use the Sculpting Tools to smooth out the problematic area. It worked as I intended, however, it is here where the main problem of this topic comes into play.

After the Subdivision Modifier is applied, everything seems fine at first but when I try to pose my model, various distortions in the mesh that weren't present before I applied the modifier begin to appear all across it.

The problem is especially noticeable here with the underside of the model, with a really nasty-looking, sharp corner forming on the back of the foot/leg that shouldn't be there.

Surely, there must be a way that the Subdivision Modifier can be applied so that it doesn't cause these distortions.  Otherwise it makes the Subdivision Modifier a rather unreliable tool to rely upon, since you have no idea how the model & the way its rigged is going to turn out when you apply it.

I've included a Blend File that contains a version of the model without any of modifiers applied and without any rigging.  I hope that someone will be able to help me out with this issue, and that any aid whatsoever would be greatly appreciated.

Link to Blend File


texts: Where can I find remaining time for preview render completion in 2.8?

texts:
In 2.79, running a preview render would let me see how long it would take for me to complete a certain number of samples. This was useful for me as I would often times set my preview samples to a number that is approximately equal to how long I'll be away from the computer for, or for me to gauge how long a particular scene might render on a certain sample setting.

Now in 2.8, I only see this:

How do I get back that indicator?


texts: how to fix "object has no uniform scale"?

texts:
I try to unwrap uv on first ever 3d model i made in blender which is Baymax., then that message shows up in upper right corner of screen. The uv map looks so grotesque. I already tried remove double but nothing changed.
Help me pls.
Thanks.
Im noob at blender btw.


texts: Adding armature with shift+e, but doesn't mirror in x-axis

texts:
the file link
I want to add the armature that mirrors to the x-axis. But with mirror x-axis turned, press shift+e and armature turn to be strange.

If you know what happened, please tell me! Thanks!


texts: Rotating empty deforms my mesh (Peter France's tutorial)

texts:
Blender version: 2.92
I'm watching Peter France's tutorial about creating a Spider-Man animation. He creates an empty, parents it to SM keeping transform and in "constraints" adds "follow path" and chooses a path. I do the same and everything works fine until i'm trying to rotate an empty to rotate an actual model. Idk why but it deforms my mesh. Before creating an empty Peter France says that "without it your mesh will be deformed if you try to rotate it" but it deforms anyway. I've tried adding a "follow path" constrait directly to my model but it still deforms. I was experimenting with "influence" but it just moves my model away and it stops following the path.

This is how it look like before i'm trying to rotate the empty

And this is the result of rotating it
I've rewatched the tutorial a few times but I haven't noticed any differences. I repeat same actions he does.
This is the tutorial https://www.youtube.com/watch?v=b0hWrpAG6Sg
My problem begins at 9:13. He rotates an empty an it works fine.
And sry for my english


texts:
I would like to render just the alpha channel in an animation, in order to use it as a matte when editing video.

How would I go about doing this?


texts:
I have this character's arm.

I want to have some veins in this pattern with a shape-key, meaning that the basis would be without the veins and when the shape-key is on, the veins would appear. I also don't want to have too many vertices, my computer isn't the best, and I have many other meshes in scene.

Any ideas on how to do this?


texts: How can I add background to rendered image

texts: I have just made my render but I cannot see the background in my Rendered Image. I have already added it to the "camera perspective" but still cannot see it in the rendered image. Please help me because I really want my render to be perfect...


texts: How to get thinner ends of hair particles?

texts: I'm trying to make the ends of the hairs I make thinner than the root of it, does anyone know how to do that? Cause at the moment it looks too straw like. Thanks.


texts: I created some grease pencil objects on blender 2.82, which didn't support the "use lights" feature, now available. I'm using Blender 2.83 now, and i want to be able to lit up those grease pencil objects, but if i check the "use lights" nothing changes. Is it something that i can fix?


texts: Blender Game Engine FPS slows down when encounters a specific object

texts:
I am a blender newbie and I am learning how to use BGE.

I've created a landscape with a castle,

put a character in the middle.

Done all the camera settings and started a BGE player.

everything ran completely smooth.

FPS was all ok from the certain distance, facing camera to the character.

but whenever the camera gets close to the character to the close distance

( probably 1,2m away) the FPS drops dramatically and it took me few seconds to

escape from the freeze.

I even lower the polygon count and the texture quality of the character, but

nothing changed.

My computer spec is quite new and it must have no issue running some low

quality background with mid quality single character.

if anyone knows whats wrong with this problem, please enlighten me.


texts: How to modify Time New Roman Letter Model 3D?

texts:
I have a little problem.
You see I'm on training and boss ordered me to create 3D letter with serifs so I chose Times new Roman.
Okay but straight to the point, I need to make that letter look like those on pictures below.
Those letters are about to be printed in 3D and become molded or something like that idk.

Thanks, Gabe.


texts: Why does my cloth simulation fall even though it shouldn't?

texts:
I followed the instructions in this video exactly, but still I get this result.

Here are my ncolth settings

The collision settings are set as default.

Here is the result which is unsatisfactory.


texts: Cannot get rid of shadow under transparent texture

texts:
I'm using a png with a transparent back ground for a texture, and while the transparent portion appears to be transparent, there is still a shadow under it from certain angles - but no shadow with other angles.

What am I doing wrong? How can I get rid of this "eclipse" shadow?


texts:
I am making a game where the screen is split into two, so that two players can play on the same screen.

For this, i want both players to control their players in the same way.

Is it possible to differentiate between two keyboards, so that Keyboard 1 controls motion of Player 1, and Keyboard 2 controls motion of Player 2?


texts: Is it possible to use Tilt in Bevel Object in a BezierCircle so that it rotates a full 360 degree through the circle uniformly?

texts:
Sorry I wasn't quite sure how to word the question - There are two parts to the question, the first in the title, and the second in regards to multiple shapes (curves) being rotated.

What I want to be able to do is eventually have the square pattern rotate slowly through 360 degrees as it follows the path through the Beziercircle so that the pattern twists around itself in two different ways (separately):

1: All 3 squares share a central point of rotation

2: Each square has its own individual point of rotation

Using Ctrl + T to enter tilt mode seems to split the bezier curve into two halves. That and I have to manually adjust each lever (Here it is at 0 90 180 270). Is there no semi-automated process of which I can input a formula, or some kindof instruction in the variables that tells the cubes to rotate a full 360 degrees during the orbit instead of splitting the circle in half?

I also intend on working with several hundred if not more shapes at the same time so having a separate beziercurve / beziercircle for each shape is not ideal.


texts: Generating random object paths then recording the data

texts:
So I am quite new to blender so please go easy on me :)
I am creating a Variational Autoencoder for predicting an objects movement and I would like to use blender to illustrate the final path predition. (its for brain shift during surgery)
Issue 1:
I would like to create a path for an object x,y,z to travel to another point over a period of time. However, I would like to add some uncertainty to the path traveled and the time it takes so that the data is not the same each run. It will be a brain shape that will have 3-5 points that will determine the movement of the brain over time.
Issue 2:
I would then like to take, for example, 100 runs of the different paths and store this data to train and test the machine learning model. Then eventually run the model with blender to show how the brain will move.
Any advice is welcome! I really like blender and I think it could work but if im using the wrong software for the job let me know too! :)
Thanks for your time!


texts: i am using 2.81. i have two base objects and the particals(not halo) are morphing from one to another pretty smoothly, but while rendering the keyed particles wont render at all, and it just looks very unpleasant.


texts: how to export sculpt uv map as a png texture

texts: i have created a sculpt (rainbow) map of my 3d model, and want to export it as a png.texure to use in a game to shape a model .  however, something has changed in blender, so i cannot figure out how to do it now (not on 2.8-using older version) thank you ;)


texts: How do I get a constant Background Image?

texts:
Not only in ortho: top, front, back.

Please don't link this answer How do I set a background image while I am editing?

I want a background image like this guy has ->
https://youtu.be/M-RJ6tYrPmE?t=3m31s


texts: How to get/write an index for a modifier in a list box?

texts:
I'm trying to write and addon that will display modifiers in a listbox, with the selected modifiers settings displayed below. But can't accomplish it because the template_list function requires an active index to reference the selection, which doesn't exist in the case of modifiers. here's an example comparing the list for vertex groups and the list for modifiers.

The modifier list throws an error because as far as I know, there is no "active_index" for modifiers - their just in a static state. How can I assign an index to reference the individual modifiers and select them from the listbox to operate on them, such as changing properties? Could I use a custom property or is there a better way to do this?

The thing is, there must be an index because the list box ordering updates according to the modifier stack - I just need to know how to access it if possible, and pass it to the list box.

please be explicit because I'm no expert here, thanks.

    ob = bpy.context.object

    row = layout.row()
    row.template_list("MESH_UL_vgroups", "", ob, "vertex_groups", ob.vertex_groups,"active_index", rows=rows)

    row = layout.row()
    row.template_list("UI_UL_list", "list", ob, "modifiers",ob.modifiers, "active_index",rows=rows)


texts: Video Sequence Editor: Is it possible to specify default strip properties?

texts: I use the VSE produce sermon footage involving usually about 50 slides, which use mostly the same properties. Is there a way to specify default values for Blend Mode, Image Offset, and Length so I don't have to manually change them 50 times? I've found This answer as a work around, but then I have to add all the slides at the beginning, and I don't always know where they go until I get to them.


texts: Adding a skirt / border to object with sharp corners leaves gaps

texts:
I have an SVG that i made into an outline of an object (shape of Texas), but when i go to add a skirt / border to it the shrink/fatten leaves gaps in the border. Is there a way to expand a face evenly to where I get a smooth border.

Here are the steps I have taken

Import SVG and create mesh object
extruded the object so it has height
selected the top faces so i can extrude again to have a smaller face
for the border
selected the smaller face from the step above and selected Shirnk/Fatten

Expected results:
I would like a smooth lip on the outside of the very top portion of an outline of an object
As you can see on sharp outside corners there are gaps and on sharp inside corners it expands into the interior of the shape.


texts:
I have a semi-cylinder and I'd like to highlight the arc on the front, made of lots of vertices and smoothed. How can I highlight this? Best would be some kind of coloured glow to represent the arc.
I tried using a wireframe modifier but it seems the wireframe requires an actual shape, not just a line of vertices.
I wasn't able to add a glow to just the vertices either.


texts: My collision object eats my cloth simulation

texts: Some of my collision objects are literally eating up my cloth simulation and yet some of them aren't. Any idea on why this is happening? Thanks in advance.


texts: Problem with boolean operator, operation "Difference" bettwen two simple objects

texts:
Good day, dear advanced users of Blender!
I am starting to work with Blender and have such occasion.
There two objects:
-the lighthouse and
-the cube.
I am trying to create the window in the lighthouse by using
Boolean Modifier-> Operation Difference -> Object Cube
and immediately I have a message:
"Can't execute boolean operation"

The *.blend file is accessible by the link
http://wikisend.com/download/612580/lighthouse.bool-error.blend

Please clarify me, how can I create the window due to this operator and
why this error appeared?


texts:
I'm a complete beginner who wishes to speed-up the rendering duration of my animation by UV mapping my background objects (that do not participate in the animation) into a 2D texture. However, whenever I do this, I lose the edges of those objects.
Approach
I highlight the mesh objects within my scene collection that I wish to UV map.
I go into the "UV editor", -> "UV",->"Smart UV Project".
I go into "Shading", "use nodes", "add (image texture)", "bake", and connect the "color" from (image texture) to the "color" in the (emission node) and connect the "emission" to the "surface" of the (material output).
Thanks!
Initial image (only the black and white atoms move)

After UV mapping the yellow spheres


texts: How would I texture this track correctly?

texts:
So I'm creating a model of the nurburgring for an animation I want to make. I have created the track and its modeled how I like it. However, im not sure how to texture it. I want it to look something similar to this:

Dont mind the actual terrain, that will be for another question. I just would like a way to get a realistic road texture. I have a semi realistic texture picked from poliigon.com. Here is what it looks like:It has all the extra data with it too like bump mapping, etc.. I have the image applied to the track and this is what I currently have:
As you can see it has been applied and is applied semi correctly (I think). Now my thing is I just want to make it look a bit more realistic. I created this track by taking a square, expanding it and stretching it around a bezier curve through the array and curve modifiers. If there is any way to just make it  little bit more realistic, I would much appreciate it.


texts: My world properties node background is missing

texts: I've been trying to figure out what i've touched accidentally to make turn the HDRI picture into blank and mushy color whenever i insert one as a node. Please help. I'm very new in blender so i don't know which properties i need to fix to bring it back.


texts:
I'm trying to fine tune custom controls for myself but I'm having issues with selecting bones while painting weights.

In default Blender settings, when in the weight-paint mode, you can use  CtrlSelect Mouse to select the joints quickly and continue painting. I have been trying to find the command in the Key configuration list for months now and I can't find the right command.

I've seen posts where people say it worked properly in Maya settings, but I've tried to get this working in both Windows and Linux Mint and Ubuntu with Blender 2.73 up to 2.78c

There is no command I can find that even suggests selecting bones or joints in blenders default controls. Can anyone help me out on this?


texts: I have a very simple mesh that is completely flat, but the edges are cut out with a knife tool. How can I make a ramp up this hill? Everything I try turns bad.


texts: How do I cycle through the camera views?

texts:
When reviewing the existing cameras of a scene,
is there a way to quickly cycle through the views of all cameras?


texts: Blender 2.8 view material transparency and textures at the sametime with Workbench

texts:
I am using Blender 2.8 Workbench and trying to visualize some materials which have transparency and others which use an image texture. I can see transparent materials when I use material rendering and image textures when I render the texture, however is there a way to view both at the same time?
One way I have been able to achieve this is to render the textures independently and overlay them afterwards in gimp over the material render pass. However, is there perhaps another way to see both in the viewport? If not, is there a way to automate both render passes and use the compositor to combine them?
many thanks in advance!
Jesse


texts:
I would like to import a dental scan obj file. When the file is opened in windows 3d print viewer the tissue and tooth colours are visible.
When you import into blender, the colours do not show up. This may be a simple setting? Here is a photo of windows Print 3d Viewer.


texts: Is there a way I can make a hollow object solid?

texts:
Yesterday i managed to create this shape that is similar to a teardrop.

Front view:

Side view:

I then mirrored it on the Z axis using the mirror modifier like this:

But the shape is hollow from the inside and that creates a problem when I render it as glass, because instead of passing through a solid object, the light simply passes through 2 glass planes.

Is there a way to create a solid object from a hollow one ? I haven't been able to find a sort of "Fill" function that does that.


texts: v2.81.16 cycles; render shows nothing, finishes in .01 ms

texts:
Thanks in advance - I have a physics scene using cycles that I've been working with and I can't render it anymore but I can watch it in the timeline.  I was able to render it and create a nice animation but since then I've made a few camera angle changes, (zoom in as the cube is destructing), but when I try to render any frame I just get a checkered background.
Below are two frames from the Timeline and the render output.

I've verified that my camera is the only camera and as you can see in my screenshots that camera is looking at my scene and it is the active camera object.  I have not modified the Clip Start/End.  I've tried both Cycles CPU and GPU (as well as Eevee - same result).  I've deleted my physics bake and rebaked.  I might delete and recreate the camera, but I would like to identify any mistake I might have before blaming Blender.

What am I missing?  Screenshots of frame 76 and 246 with Camera/Scene settings and shot of blank render


texts: Why does Blender crash when I switch scenes?

texts:
In the attached .blend file, when I switch from the scene that I have named "Outer" to the scene that I have named "Inner," Blender immediately crashes. I can't find another situation like this one on BSE (although I have tried solutions for crashes caused by other methods). Can anyone tell me how I can open the Inner scene. It has most of my work in it.

I just realized that I can't upload the .blend file to blend-exchange because it is too big. I can't make it smaller without getting into the Inner scene. So, if anyone has any suggestions about how to decrease the file size without accessing the bulk of the work (the Inner scene), please let me know.


texts: How to fix some imperfections of the mesh after mirroring

texts:
I would like to know how to fix some mesh imperfections after mirroring. The back part of the mesh of my character is textured with the wrong color and I would like to fix it. I tried two different approaches,but they didn't work. Can you give me some suggestion ? I have attached the blender file.

blender file


texts: I'm having an issue if i run the animation render, after about 20-40 frames it starts to form a offset from the model lines. If I just render each frame out manually it doesn't go out of sync. I'm not exactly sure why this is happening. Has anyone ever encountered this issue before? I'm using cycles engine


texts:
I'm a total beginner in blender, but I already managed to make an object with Material, UVMaps etc.
My Figure consists out of multpile Objects, and I made 'set parent' so I could move them correctly in my Animation.
But I want to add a ground to my world, something my figure can walk upon.
Is there an option in Blender to make objects not go through each other. So that my figure walks on the ground, and that even if I am animating it, it won't touch the ground, just like in real life when you walk.

I know I wrote a lot here, I just hope you got my problem, here's the link of the Figure I made (exactly like in the video).

W.Zayde [1]: http://www.youtube.com/watch?v=pKP3Ij6WkoU


texts: Unable To Sculpt On A Particular Area Of The Mesh

texts:
I am having trouble sculpting a particular area on this monster's face. As you can see in the picture below, I was able to sculpt fur for his whole face and ears except for one particular area near his cheek (highlight in red). In this area (highlighted in red), my brush cannot affect or affect very little on the surface mesh. I have tried using Dyntopo to add more geometry but even after that my brush still had a hard time sculpting on the area.

Besides trying to use Dyntopo to fix the problem, I have also tried "Apply Scale and Rotation" with Ctrl + A, as well as Fliping Normal with Ctrl + N.

If you know any solutions or explanation to this problem, please share.

I am using 2.79


texts: Get Blender files to save with a thumbnail preview?

texts:
Is there a way to have Blender save a preview of the scene for use as the file-system thumbnail preview? It would make it much easier to review old files.

To clarify, I would like to see the preview image in Finder, like normal image files.

EDIT

Mac OS X Mavericks, Blender 2.77

I have Preferences > File > Show Thumbnails & Save Preview Images check marked.

EDIT

I understand that there is a python script that extracts a thumbnail, but it does not meet my needs:

Doesn't apply the thumbnail as the icon on Mac OS for me.
Isn't generated on save / doesn't update.
The batch script requires the .blend files to be in the same directory; my files are all over.

Unless I'm using the script wrong, it's not really what I want.


texts: How to make the camera rotate while tracking the target

texts:
I need to make an animation with a camera around the target

At the same time The camera Angle needs to be tilted

But I couldn't rotate the camera when I tried to use “follow path” and “track to” it

"


texts: Environment variables specific to Blender? Do they exist?

texts:
Are there any global variables in Blender? I was searching for them in Blender docs, but didn't find anything.

For example, I want to override the default /tmp directory with another directory. But I want to do it by overriding the environment variable.

For example Nuke has NUKE_TEMP_DIR variable, which I can simply override with a new value, and every time I start Nuke the temp directory will be as in the variable.

Houdini also has this kind of variables, Maya and so on.

What about Blender?


texts: Mirror texture paint on selected faces of an object?

texts:
I'm a complete noob at Blender. My character is not completely symmetrical, so when I texture paint, Blender mirrors on the arms, legs, hands and her horns (the symmetrical parts) but not the face even though it is symmetrical too.

I want to know if there is a way to mirror the face by maybe selecting the faces of the face?

Here's my blender file too:


texts: How to get correct results when baking a fluid simulation

texts:
I have a student who is trying to bake her fluid, but it won't do it correctly. Below are the steps she told me she takes when she does it. I have no idea on how to fix it and I have been trying for days. Any help would be appreciated. I also included screen shots of what she does.

"Before I bake, I assign the larger icosphere as the domain, and the cube to the fluid and the other objects as obstacles. When I bake it, the fluid moves up to its starting point at the square like it's supposed to. After that, however, when the fluid falls, it passes through the objects marked as obstacles and lands as if it were landing inside a large rectangular prism, or some of it gets suspended in midair. (the pictures show it)"


texts:
I'm doing a VR Museum and I need to model some painting frames (picture for reference). I know how to make the basic structure of the frame, but the organic details are what's really bothering me. Is there any trick to do this kind of object or is my best bet sculpting, or something related to normal maps.

Thanks in advance!


texts: no matter what I do, the hair net addon doesn't work (Blender 2.9)

texts:
It doesn't wanna make hair from anything, It always gives me an error. Doesn't matter if its making it from a curve or from a sheet.
Here's the error it gives me after I try to convert from curve

And I also don't get any results from using sheets, they always give me an error that states "No seams were defined in X". I definately created seams where I wanted on the plane. as you can see down below

I feel like I'm at the end of my rope with this. Nothing works I followed the tutorials on this to the letter but it still doesn't work.


texts: How to bundle undo steps in Modal operator

texts:
Background info: I am creating an addon with an 'Editor' mode. The mode is initiated by an Operator, and while the Modal is running, the user can add/remove/edit objects in the scene. The modal ends when the user toggles a boolean, exiting the 'Editor' mode.

Goal: I would like to bundle all actions that the user takes while in 'Editor' mode into one undo step once the editor is exited.

Question: Is there a way to achieve this goal in Python using Blender's undo system?

I've tried adding 'UNDO' to the bl_options property of the operator, but this only bundles the operations done in the execute function. I am currently using bpy.ops.ed.undo_push(message="Edit Assets") to push a step to the undo stack when the modal 'Editor' state is exited, but there are many steps left over in the undo stack from where the user added/removed objects in 'Editor' mode.


texts:
I've been trying to set up some custom enum flags. In my situation, there are two variables that I want to share the same enum type setup. So I would like the flags to be interchangeable between them. This is how I currently have it set up. For some reason, the controls do not show up when I draw them after moving the items into their own definition. They seemed to be fine when they defined their own items. Can anyone see where I'm doing this wrong? Or does a UI element just fail to draw when it uses "external" enum items?

def FBXG_Mode(self,context):
    items=[ ('GA', "Asset", "Game Asset"),
            ('LP', "Low", "Low Poly"),
            ('HP', "High", "High Poly"),
            ]
    return items

bpy.types.collection.FBXGSpawner : EnumProperty(
    name="File Spawners",
    options={'ENUM_FLAG'},
    items=FBXG_Mode,
    description="Info",
    )

bpy.types.object.FBXGBlocker : EnumProperty(
    name="Object Blockers",
    options={'ENUM_FLAG'},
    items=FBXG_Mode,
    description="Info",
    )


texts: How to get round "salient" shape of building

texts:
I am trying to model that building (red arrows)

Using Simple Deform modifier on a ordinary rectangle building allows bending "outside", but not "inside" as i need on the picture.

Any ideas how to to do that to have the result from the pic?


texts: How to get a pose bones rotation (custom exporter)

texts: Well after weeks of searching online and nothing found I decided to ask online. I want to get the x, y and z rotation of a pose bone or even just a bone. I can't seem to get it working I have a rough understanding of matrices and would really like it if I could figure this out. So please guys help me get the x y and z rotation of a pose bone/bone (I am writing a custom armature exporter)


texts: composition- managing distant view of large objects

texts:
I'd like to simply create a mountain range,and the scene has to be fairly low angled. My test render for the scene is as shown below:

The mountains are approx 500 meters from the camera, and they need to appear big and in composition they should acquire 50% of the scene(i.e. with the horizon which is the lake in this case). Firstly I based this off of actual distance range in real life because I couldn't come with other ways, so I put the mountains 500m from camera and made them approx. 100ft tall but then they consumed the sky. Then I had to shrink them down. But, as you can see now the problem with the scene is that, the mountains look like small hills that I fairly close by and the horizon a small puddle, whereas I'd like them to appear far from the camera and the horizon should look like a vast ocean.

How do I achieve this? I'll attach the .blend below with the textures packed.

Here's the link


texts: How to speed up the OpenGL (viewport) rendering?

texts:
I made an animation in Cycles (about 1 minute long) using viewport render option (Render-->OpenGL Render Animation). There were some simple objects like hearts (with basic diffuse colour) and planes with a photo textures. It rendered in about 8 minutes.

Then I simplifed the scene: reduced the vertex count, and enabled the simplify option. The rendertime was about 2 minutes this time.

My goal is to render the animation in about 1 minute. Do you know any tricks to reduce the rendertime a bit more? Are there some settings I missed?


texts:
This may be a question for the developers.

I am using several Render Layers to separate different freestyle line styles.
There is a freestyle option to cache the View Map, which works great if you use several line style within one line set (or several line sets within one layer).

However when is use different layers, the same scene mesh is loaded for every layer that uses freestyle.
This seems very unlogical to me. I can see no situation you would want recalc the View map for a different layer.

Is there a way to circumvent this?
Or would it be possible to adapt or change this in python?


texts: Height Map Using Vertex World Height (Z) as RGB Value

texts:
I am able to render and save a height map from Blender using the nodes:

Render Layers (Out: Depth) > Normalize > ColorRamp (In: Fac, Linear, Out: Image) > Composite (In: Image)

However, the height map treats the lowest point on the mesh as 0 (RGB 0,0,0), and the highest point on the mesh as 1 (RGB 255,255,255). Can I generate the height map using the world coordinates of the vertices instead? My mesh origin is at (0,0,0).

Example - a vertex with a height of 50 should have a height map (RGB) value of (50,50,50).

Thanks!


texts: Optimizing Vega Frontier + MBP 2019 2.6 Ghz + Blender 2.8

texts: So I have this Vega Frontier with a Sonnet ( just for a smoother viewport with complex scenes) and I'm trying to get the best out of it in Blender. It works fine but it's not impressively fine ! I ticked "prefer Egpu" and I can see the vega activity in the Activity Monitor but the difference with the 4gb integrated gpu is quite small. 4x more Ram should make the viewport crazy smooth but it doesn't. One single high poly tree with his leaves in a new scene and it's lagging and takes 1 sec to load every frame. Does Blender use all the Vega power and if not, what can i do to make it better ?


texts: Why does subsurf modifier cause weird deformation at the end of a cylinder?

texts:
My problem is simple. I think that the strange deformations on the top are there because there are so many vertices in one face. How do I fix this while maintaining nice topology?

Although I triangulated the top polygon, the problem still persists.


texts:
Hi my question is how do i add Turns, Radius and Height as will be seen in the picture below.

As you know if you want to use spirals you need to have them on as an addon and its really easy to use but now its different from the new version, in the old one it looked like this:

And here you see the old spiral tab which is easy to use and change your spiral and to place a spiral you just had "spirals" as an extra object but now you got this:

Here under "Curve" as expected you see all the spirals under "Curve Profiles" and "Add Curve:spirals"  which were also in the older version but under the Spiral tab as "Spiral Type" but now because they moved all the spiral types and removed the Spiral Tab i don't know where i can change my spiral like in the number of Turns, Height and Radius.


texts: Model appears fine in Texture Mode but white in Render Mode

texts:
I created an animation, and when I go into texture mode all my mesh textures show up just fine, but when I go into render mode its all white and weird. I'm using Cycles.

Why does this happen?

Final Picture is sun strength.


texts:
I've been playing with smoke and fluid simulators lately and I noticed that sometimes you can cache simulations while playing (Alt + A) the animation (but it only works at a very low fps) and sometimes you can't.

What is the expected behavior of this feature? I found it really useful for tuning properties, but sometimes the only way to see the simulation is by using the bake button instead of playing.


texts:
my issue is regarding baking normals every time I try to bake normal I don't know why a normal map couldn't bake properly I share my normal map setting
please describe why iam facing this problem


texts: Handler-script updates in viewport but not in render

texts:
I'm completely stuck :-/

I've made a handler-script, that takes with every new frame a new line from the
text-editor and puts that line into the text-object in 3d-space.
It works absolutely fine - but when I want to render it, is it not working any more.

Why is that?? Other handler scripts from me are working fine...

import bpy

'''Text-Objekt muss angewählt sein und im Object-Mode
##################################################'''

def Text_Line_by_Line(Scene):

    FrameNumber = bpy.context.scene.frame_current - 1 #aktuelle Frame-Nummer minus 1 weil python 1 = 0

    TextFile = bpy.data.texts['Text'] #<------------Text-Name eingeben
    TextLine = TextFile.lines[FrameNumber].body  # Nimmt die Text-Line als String

    bpy.ops.object.editmode_toggle()
    # Vorherigen Text löschen
    bpy.ops.font.select_all() #selektieren
    bpy.ops.font.delete()   #löschen

    bpy.ops.font.text_insert(text=TextLine)  #Fügt den Text ein

    bpy.ops.object.editmode_toggle()

bpy.app.handlers.frame_change_pre.clear()
bpy.app.handlers.frame_change_pre.append(Text_Line_by_Line)


texts: Why does smoke render as transparent in the OpenGL render?

texts:
In the viewport, smoke looks fine:

However, when I render it with the OpenGL render:

It looks white because of the background; it's really transparent.

What causes this?


texts:
I am trying to create my first basic model and render post tutorials. I have created a model of a Coke can (other soft drinks are available) and added a quick texture I aquired off google images.

The problem is that for some reason the texture does not appear to cover the entire face. I think the issue is related to the subdivision modifier I am using as if I turn it off then the texture appears correctly.

Issue

Subdivision turned off

I have done some googling but cant find anything, can anyone help?


texts: Mirror modfier gap not to merging because of multieresolution modifier

texts:
So I was creating this rhino and when I wanted to use the mirror modifier on it, however you could see a large gap between the two parts.

In edit mode the vertices are merged together but in object mode there is a gap.


texts:
I made the eyelashes for my mesh and though it will be fine as it looks in the picture

Particle Edit
Object mode
but after I render the eyelashes look very messy
like this

What I am doing wrong?
Here my Hair settings

Thanks in advance


texts:
I created a rig for a leg with many segments. Posing it would be too tedious, due to the large number of bones and segments.
So I intended to make the armature pose following a curve, but couldn't get it running.

How can I make my bone chain follow a curve?


texts: How to connect vertices together while joining another vertex in its path?

texts: Hey guys I am wondering how to connect the vertices in blue together while crossing over the path of the one in circled red. How would I connect them all together so the two blue and the red circles all connect as one?


texts:
I am trying to make an airplane body from what was a square, and this is what I have so far:

I tried to added a Subdivision Surface, but that doesn't make it look right:

I have also tried to add a Bevel, but that doesn't look right either:

What is the best way to achieve a rounded body?


texts: Is possible play video in reverse mode into Texture Image node?

texts:
I import a Video in the image node of the material, can I set the video in reverse? Is there any trick that can do it? Obviously the blender timeline must always go forward.
I have not found any questions like this on the internet, I have lost a few hours of searching, but I have not found anything about it


texts: Making the buttonpress F6 into a scripted button

texts: In bpy how would I make a button of the F6 operation? That way I can have a button to call a panel. I would just add it to the top of my panel.


texts:
When my mouse in properties panel, How can I create a shortcut such that when I press 'FIVE' then toggle to modifier panel.
Blender Ver: 2.91


texts: Baked normals not calculating gradient smoothly when using a depth map

texts:
I'm currently trying to bake normals using a depth map generated from a rigid body simulation I did featuring a few hundred coins -

The problem I'm encountering which I wasn't able to find anywhere else (potentially because my approach is flawed) is the presence of these noisy lines that run across the gradient of coins which don't lay flat, as seen here -

Baking the depth at a much higher resolution and baking the normals again doesn't eliminate the artifacts and only makes the lines more defined with the added detail—manually painting out all of these lines is obviously not an effective solution, and I'm interested to hear if there are ways of baking the normals without the presence of the lines that very obviously catch the light when applied to a surface.
I figure that the approach of converting a depth map to a normal map in this way may be fundamentally flawed and that's why I'm potentially running into this issue, but I'd like to hear any potential solution from anyone who has more experience in the area of baking. Thanks!


texts: Script to convert obj files to .jt (Jupiter Tessellation)?

texts: Is there an open-source script to convert obj files to .jt (Jupiter Tessellation) or better yet, a script that can read a .blend file and output all objects as .jt?


texts: Creating a Single Image Texture Bake From A Complex Object - Broken Textures Result in 2.9

texts:
I'm very very hilariously new to Blender but am trying to suss out a specific project.  I have a complex object created from several different objects, each of which has its own texture image, each texture image made up of 3-5 layered textures, that I want to combine into a single texture image so I can import it into Tabletop Simulator.
I've spent several days stumbling from tutorial to tutorial to tutorial but I cannot for the life of me figure out what I'm doing wrong.
This is the model with the final surface texture I want to bake:

This is the tutorial I've had the most success with:
Blender 2.8 Bake multiple textures into one
Here's my bake result:

Which looks broken in my shading tab.

Yet somehow even worse in TTS.

I've tried baking just the Diffuse, as well as changing the Max Ray Distance from 0 to .5, and this is the best result I've gotten yet.  What am I doing wrong?


texts:
Tracking shaky/handheld video is difficult because a) motion blur and b) potential track marks jump around wildly. The first makes the quality and precison of a match worse and the second requires to enlarge the search area and thus slow things down.
Is there a simpe way to

stabilize video
3d track the stabilized video (so while the track marks will still suffer from motion blur, at least they do not jump around wildly)
undo the stabilization of step 1

Or alternatively, to "tell" new track marks to "guess" the next position (centre of search region) from already existing tracks instead of the previous frame?


texts: How can I bake alpha in cycle nodes-images to make leave textures for my trees?

texts:
I am trying to make scenes with natural looking trees in Blender.
In Blender cycles I try to bake texture images for the leaves but I cannot manage to bake the alpha.


texts:
I need that a movie clip strip is scaled and moved in different positions along the time. I am not using blender as 3d editor, but only the video editing mode.
I can't find a way to move the video in the screen.
I tried to apply the transform effect to it, but i can't change the parameters along the time, they are always fixed.
Keyframes are appliable only to 3d objects, not videoclips, nor effects.
Anyone knows how do that? If it is possible do that without using the videoclip as texture of some object.
Blender it is so powerful also as videoeditor, i am missing that feature


texts: The Shade Smooth option is ignored when baking a displacement map

texts:
Is the smoothing option meaningless since the displacement map is meant to be extracted from high polygons?

So what is the correct way to create a greyscale bump map?

And here is my blend file


texts: changing black uv texture areas to transparent in cycles

texts:
So I've been using WoW model viewer to export .obj files into blender. Everything works great up to the point where a UV texture that's created by WoW model viewer has any transparency on it. In the UV map this is shown as a black area, and looks terrible on the model itself.

After looking it up on Google I found an archived post in regards to the alpha is the black area, however I don't understand how this translates and the post itself had images that were broken links, I've still yet to find anything on Google close to this archived post.

Just starting up with Blender I am struggling to find where to resolve this transparency issue, as it's making certain models look terrible.


texts: There should be slots next to global but I cant find them.


texts: Does the "diameter" in "bmesh.ops.create_uvsphere" actually mean "radius"?

texts:
I created a sphere using
bmesh.ops.create_uvsphere(bm, u_segments=32, v_segments=16, diameter=1)

but later I noticed the radius of the sphere was 1 grid. As the exact size of the sphere was very important to me, I decided to check if 1 grid side is actually 0.5 (with whatever unit), but I didn't find anything particular. Afterwards I use the GUI way i.e. SHIFT+A to create a standard sphere (which should mean the size aka radius is 1), and I found they were exactly the same size.... So my question is: does the diameter in bmesh.ops.create_uvsphere actually mean radius, or am I missing something here?
P.S. I tried searching in the documentation but didn't find anything regarding this, so I decided to post the question here. I hope it is nothing too stupid.


texts:
The texture that I made in Blender on Object, doesn't appear in Unity

eg.
World Ugliest Dog In Blender:

The same in Unity:


texts:
I use Blender's video editing capabilities and noticed that the resulting video seems to have less intensive colors:

The one on the left is the original, the right video was rendered with Blender.

The original video is in a mov container and  ffprobe says this about the video stream:

  h264 (Constrained Baseline) (avc1 / 0x31637661), yuvj420p(pc, bt709)

I added the original video in a new video editing project, and did the following:

defined a rendering range
set this in the output properties:

container: Matroska
video output quality: Lossless
encoding speed: Good
audio codec: AAC

Is there a way I can avoid losing the color intensity?

Here's a link the original video.

Blender version is 2.82, running on Arch Linux 5.6.12.

Following Leander's suggestion, I created some PNGs from the original video file with ffmpeg -ss 00:30 -i MV* -t 00:01 images_%03d.png.
Then I imported one of those images into Blender, and exported it again. Color was set to RGB, 8 bit color depth, compression was 15%:

Left: extracted with ffmpeg. Right: imported and exported with Blender.


texts: Why are these curves different sizes when they are using the same bevel object?

texts:
Bezier curves 1, 2 and 3 are all using the curve "Bev ob" as a bevel object. Why are they different sizes?

I saw this question and checked that the radius is set the same for all vertices on all three objects.


texts:
So I have a simple asteroid model I'm trying to fracture with cell fracture, see here:

However, when I do a cell fracture (default settings), the result looks like this:

But not always! I've gotten it to work twice before, but I have no idea why it worked then and not any other times. Am I missing something obvious? I've spent a couple of days trying to solve this, and I can't find any other threads about it, so I'm totally at a loss.

Assets come from Unity's SpaceShooter demo.


texts: How to change texture setting of displacement?

texts:
I've upgraded to 2.82 and found that something in the shading tab has changed. I can't find the displacement settings.

so that all my displacement becomes 'bump only', how can I fix this?

I don't quite know if this is caused by a plugin.

here's all plugin I have:


texts: Custom operator to toggle lamp energy not working

texts:
I wrote this simple python script for Blender 2.69, which creates a new operator. The operator is supposed to change the energy for four lamps in the scene (essentially switching them off and on again). However, while the script runs fine and creates the operator itself, when I select the operator, it has no effect on the lamps' energy.

Entire script:

import bpy

def main(context):
    for ob in context.scene.objects:
        print(ob)

class LightsOperator(bpy.types.Operator):

    bl_idname = "object.lights_operator"
    bl_label = "Headlight Operator"

@classmethod
def poll(cls, context):
    return context.active_object is not None

def execute(self, context):

    if bpy.data.objects['headlight1'].energy==0.0:
        bpy.data.objects['headlight1'].energy = 0.8
    else:
        bpy.data.objects['headlight1'].energy = 0.0

    if bpy.data.objects['headlight2'].energy==0.0:
        bpy.data.objects['headlight2'].energy = 0.8
    else:
        bpy.data.objects['headlight2'].energy = 0.0

    if bpy.data.objects['headlight3'].energy==0.0:
        bpy.data.objects['headlight3'].energy = 0.8
    else:
        bpy.data.objects['headlight3'].energy = 0.0

    if bpy.data.objects['headlight4'].energy==0.0:
        bpy.data.objects['headlight4'].energy = 0.8
    else:
        bpy.data.objects['headlight4'].energy = 0.0

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

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

if __name__ == "__main__":
    register()

    # test call
    bpy.ops.object.lights_operator()


texts:
I have a client who asked me to weigh their avatar.
Business as Usual I create the armature and then place the mesh model into the armature with empty groups.
I am able to weigh the outermost layer of meshes but anything in an empty group does not allow for me to select a specific bone to begin weighing.

To be clear I am selecting the the bones in object mode, putting it into pose mode, shift clicking the mesh and putting that into weight mode. Same as usual. But this mesh being part of a object with empties seems to keep me from weighing it.
Ran into this issue with another robot some time ago, The solution I had was to disassemble the object put all mesh into one layer then adjust the scale, rotation and position. That won't work for this avatar because there are so many parts and it needs to be precise.

As you can see here, If I drag the object outside the empties but leave it in the armature I am now able to select individual bones to weigh. But due to scale and rotation values the mesh would need to be adjusted and I can't tear the clients model into too many pieces.


texts: How to Reposition an Empty Without Moving the Instances inside it?

texts:
I have a car model where the wheel instances are grouped under an Empty.  However, the Empty's position is not at the axis of the wheel where I want it to be for rotating..

Is there a way to position the empty without moving the wheel instances?


texts: Reflections visible in Vieweport but Flat/Barely noticeable in final render

texts:
I'm having trouble rendering this scene I've made from Grant Abbitt's steampunk goggles tutorial. The thing is when I'm looking through the Viewport I can clearly see reflections from the material, but then when I go to render, the reflections look flat or barely visible.
Link to .blend file with packed textures
Screenshots:


texts: I am relatively new to blender and am trying to make a small animation using the particles. The particles are visible in the viewport but when I go to render animation they are not there anymore. I am showing the emitter and followed other various tutorials but nothing is seeming to do the trick. Any support is phenomenal! Here is the link to the file: https://drive.google.com/file/d/1_ajRM1SVqTV0NvAygpxruCg1wGtUD6pW/view?usp=sharing


texts: How to procedurally generate a veiny skin material?

texts:
I want to make a Cycles material that looks like these images:

The material should be slightly translucent and have thin veins underneath it.

I understand how to make the translucency, but the veins are giving me trouble. Is this something that can be made procedurally in Cycles, or will I need to make a vein texture in GIMP and somehow combine it with a skin material?


texts: Why is my UV Square download not working on my cup?

texts: I have downloaded the uv squares zip and I'm trying to apply it to the cup. As you can see from picture 1, it worked on the handle, but when I tried to use it on the cup, it gave the error message you see in picture 2. Any help or direction toward help would be much appreciated.


texts: Problem fixing an UV face of an object with Multires modifier

texts:
the problem is with the shackle:

To fix that face stretch I can just create a link between 2 vertex as shown here

But if I alter the mash of the shackle, that contains a Multires modifier, my sculpted shake got corrupted, see
first (original, without the new edge):

after, with the new edge to fix the UV stretch:

I'd like to know how to fix these kind of problems on an object with multires modifier, without ruining sculpted details
thanks


texts: how to model sheet metal nailed to wood?

texts: I was hoping someone can point me in the right direction on how to go about modeling sheet metal nailed to wood. what I am looking for is to make an impression around the head of the nail where it forces the metal to press into the wood like in the reference photo below. any help would be appreciated. I would prefer not to sculpt anything.


texts:
Can Blender export to the COLLADA format?

I tried going to File → Export, but COLLADA was not an option.

I'm using Blender 2.66.1 on Ubuntu 13.04.


texts: Multiple graphics cards. Is there a way to designate one as compute device only?

texts:
I recently bought 1070ti to be my main card and I also have old 1060 6GB model as a secondary card to aid Cycles rendering.

I am noticing that both cards read (Display) in the Blender settings. Is this optimal setting? I'm in Windows 10. Is there a way to designate my 1060 to be a compute device only, never be used for display?


texts: How can I bake the physics cache of linked objects?

texts:
Imagine you have a rig that consists on bones and everything, and that in that setup you also include curve objects to do some physics simulation. All these rig objects would be part of a group for linking
How can you bake the cache of those physics when you link the group in the animation file?


texts: Has anyone else experienced problems using Boolean - difference in version 2.90.1

texts:
I was trying to work in Editing Mode to remove a cube (XxYxZ) 6x31x5 from a cube 8x31x6 to give me a u shaped shell. In Editing Mode the Boolean - Difference setting can not be applied but in Object Mode it can however it does not seem to remove the solid data but instead just leaves mesh lines, even when the second smaller cube is deleted the original larger one still does not contain any cut-outs.
Can anyone else see this issue?
Is this a bug or am I being a bit of a novice here.


texts: I added the "Cross" Effect strip to two text strips and it's making the background image transparent

texts:
I added the "Cross" effects strip to two text strips to create a fade-like transition. It worked but during the transition the background image becomes transparent.

before the effect


texts: Blender 2.8 select a part of an edge loop

texts:
In Blender 2.79 I was able to select a part of an edge loop selecting one edge and then with CTRL and click on another edge. With this method Blender was selecting the edges in between.

I was not able to find out if this has changed in 2.8 (i know this is still beta).


texts:
I use Visual Studio Code (VSCode) as a dev environment for Blender addons.  I installed the ms-python.python extension, and enabled the language server for pylint linting.

But, it doesn't know about Blender's various built-in modules:

What's the best solution to this?  It would be ideal if I can enable strict checking on bpy and friends.  But I would also accept if the best answer is just to configure the linter to ignore certain unresolved imports.


texts: Even if I change my view my car remains in the faces the same direction

texts: Previously when I pressed ctrl+3 , I could change the view and my model would change direction accordingly now the model faces the same direction.


texts: I'm just learning Blender, and making a little head for practice. I want to make the temples a bit more set in, but for some reason none of the sculpt tools can affect that area of the head. The face is still sculptable, but even at full strength the upper sides of the head, back of the head, and neck are unaffected by any sculpting tools. What might cause this? There are plenty of polygons.


texts: How to "impose" texture while sculpting?

texts:
I want to sculpt like here, 5:16:
https://www.youtube.com/watch?v=Gs5nBoIxnOg&t=316 The Rock Essentials
And also question - can I use this method also in texturing, not only in sculpting?


texts: Constrain armature movement based on child bone position

texts:
Fair warning: I'm new to rigging.

I am working on a snake-like creature's rig and have organized the bone hierarchy like so:

Basically the head bone is the parent of the neck, the neck is the parent to the next bone in the chain, etc.

I have successfully made this clip (albeit painstakingly):

Now I am trying to make an attack clip but the interpolation causes the tail to dip below the XY plane:

Is there a bone constraint that will prevent the armature from dipping below the XY plane? Could I have rigged it with some kind of IKs or a different bone hierarchy?

Any guidance or suggestions are greatly appreciated!


texts: Are there any ways to make "snapping" feel more precise?

texts:
I'm having trouble dealing with the "snapping" element in blender. I'm used to working with Rhino where everything feels very precise and I can make sure that point intersections are right on top of each other, but Blender always feels like everything is free floating in a way that I'd like to have feel more precise like when working with rhino.
Are there any ways to make blender feel more precise?


texts: How can I create a face with a rounded edge?

texts:
I'm trying to fill the empty face. Is there another way than to add vertices along the outlined edge to connect them with the face of the half circle?

I tried to connect only the four angles of the polygon but the face of the half circle overlaps it.


texts: Can I set the start point of a bezier curve?

texts: I have a closed bezier loop that insists on a particular point being the start/end. Is there a way to change which point is considered the start, as in which point represents 0.0 evaluation time? I've deleted and rejoined segments all over, and every time I close the loop, it goes back to the same point.


texts:
I'm currently at this:

And I want to get to this:

Pardon the awful drawing, lol.  Is there any way to do this without using modifiers?


texts: Edit STL file and perform a very simple cut

texts:
My goal is simple and as I have seen, there are multiple methods to perform a mesh "cut" but most are examples using a simple cube or sphere object.

Being brand new to 3d prints, there is an object on thingverse that allows for customization of the design.  I want to remix and improve this design by adding a simple opening "cut" in the strap buckles that is commonplace to allow strap insertion at an angle without having to rethread the entire thing (in addition to what the online customizer also allows me to adjust).  Pretty simple stuff. Until I launched blender. :)

I want to cut about a 2-3mm diagonal line through the outer buckle on each side.  As I understand it, the ways to do this are try to create cube objects, somehow transform it after rotating and moving (which I still cannot even figure out how to do easily) then using that object as a delete "template" to carve out that shape from my target.  Or, theres the knife tool. Or, there's the knife "project".  Or, there's the boolean way.

I use Photoshop extensively, I am not an artist but am very adept at photo and video editing etc. but not a CAD guy and I cannot seem to get this thing cut properly.


texts: Baking specific channels only for an animation

texts: When baking an action we can select which bones to bake, by choosing selected only option. But can you have more control over which types of channels to bake? For example if I would like to only bake translation and rotation channels of the bones, is this possible to achieve with or without scripting? Locking channels in the transform panel for each bone prevents those channels from being keyframed but they still get baked.


texts: How can i animate the spin property for curves (extruding while rotating)

texts:
I'm trying to make a video explaining "Solids of revolutions" in calculus; i need to animate the "spin" tool, i have looked it up, and all what i found talks about rotations, which is not what i'm looking for, by spinning i mean using this command line

bpy.ops.mesh.spin(steps = 90,angle = 2 *math.pi, center=(0, 0, 0), axis = (1, 0, 0))


texts: My blender has not one option that I really need

texts:
Actually I am working on blender 2.79 and I want to rig a car and I completed some steps through video tutorial which I found on youtube.

Now I need one option which is cycles setting in object tab of properties panel, but in my blender there is no option of cycles setting.

What to do for that, should I download any plugin?


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

texts:
I'm currently "hacking" Cycles to fully understand how it works (right down to the source_code), so I can fully maximize its awesome rendering potential for my own future blender projects. Here's how I am currently progressing and where I get stuck.

Fig 1 - Default Blender Scene, (1 cube, sunlight, camera and wood-texture (jpg-file) on the Cube via the Cycles Node Editor)

In Fig.1 - Here you can literally see a visualization of what the yellow type of "Color" (input/output) information.

In order to fully understand which type of (internal) Shader data streams Cycles uses I've have analyzed all existing Cycles Nodes, their inputs and outputs and their data-stream types or "Shader sockets".

Fig. 2 - Color (yellow) data Input/output streams.

Fig. 3 - Shader (green) data Input/output streams.

Fig. 4 - Vector ?? (purple) data Input/output streams.

Fig 5 - ?? (grey ) data Input/output streams.

Why do I do this?
- To understand which type-of-datastream/shader-socket is generated by any Cycles Node output.
- To understand which type-of-datastream/shader-socket can be accepted by a given Cycles Node input.
- What type of data a stream acutally holds (bits, bytes, floats, vectors, pixels, shader-data)

Where am I getting stuck and why?
So far the official
- Blender Wiki
- Blender online end-user manual
- Developer-level documentation over Cycles
all fail to mention the different type of data which is contained in/ carried the Cycles Shader sockets.

So I went a step further and downloaded the entire Blender (2.79a) Source code package and started looking for the exact definition of those Cycles Shader data types ... and found this information (os far):

Fig 6 - Blender Shader sockets information, located in various source code-files

So now my question is:
Where must I look (further) to find the exact documentation / definitions of the Shader sockets, when it is not documented in any official Blender (developer, manual) source and its own source-code-files?

Thanks in advance for your hints, tips, and tricks to get me closer to demistifying the Cycles Sockets data_types.


texts: Exported Model and Shader Not Displaying as Intended

texts:
I used Blender 2.79 to create this model and shader in cycles render

I exported it as a .obj & then attempted to display it in a-frame and I get the following result

I would like to know how I can get the same glassy shader on the exported model


texts:
I have a question about Rigify rig bone selection.
When rigify generated done I switched to pose mode to make a key but i couldn't pick a bone what i wanted, just selected wrong bone. It seems weird so I tried to click other bone again but it selected wrong bone again. That seems like first child bone from root bone (I tried many time. Most of all the time it selected the root bone first).

It works fine when it turned off shapes checkbox in Display panel.(Attached image below. 2nd image)

I have no idea whether some options for bone selection toggled on or off(I think those options all probably default)

Isn't it normal.How can I fix this problem? Thanks

My Blender version is v2.77


texts: How can I Toggle "Autolocking of Layers" without accessing "Layer Specials" Menu (Blender 2.92.0)?

texts:
I'm experiencing a lot of tedium while animating with Blender Grease Pencil because I do not yet have an efficient workflow. I'm wondering if there is a hotkey, or if not, a way to easily create one, to instantly access the "Autolock Inactive Layers" menu item under the "Layer Specials" dropdown which can be found under the Object Data tab in the Properties Panel. It is a toggle behavior, so only one key would be needed. I get the impression that this Layer Specials menu might not exist in previous versions of Blender, so please take note of the version I'm using (2.92.0).

An alternative solution might be to have a faster way to instantly turn on or off the editability of every single channel in the Grease Pencil Dope Sheet. I find it rather insufferable that I must currently scrub with the mouse to get the entire list of channels to be made editable or not editable. It seems there should be a single master toggle icon at the very top of this list that would effect all channels at once.

I never felt the need for a solution to this problem until working with Grease Pencil in earnest. One is often needing to switch the behavior between having the editability of non-active layers on or off. This is especially the case because of the need to sometimes have strokes and fills from the same object on different layers, where manipulating the two elements at the same time will require inactive layer editability to be on, while manipulating them separately will require it to be off. I find it tedious to access the "Layer Specials" menu by mouse, especially when it will often be the case that the Object Data tab is not the one currently open in the Properties Panel.
Thanks for any suggestions on this. My progress will depend on finding a better way.


texts: ReferenceError: StructRNA of type Object has been removed between modal and execute

texts:
I want to create locator and move it with my mouse, and eventually correct its position with floatProperty.
But I get error in execute : ReferenceError: StructRNA of type Object has been removed
What did I miss ? (Blender 2.8)

import bpy
from bpy.props import IntProperty, FloatProperty

class ModalOperator(bpy.types.Operator):
    """Move an object with the mouse, example"""
    bl_idname = "object.modal_operator"
    bl_label = "Simple Modal Operator"
    bl_options = {"REGISTER","UNDO"}

    x_translation = FloatProperty()

    def execute(self, context):
        print (self.locator.name)
        self.locator.location.x += self.x_translation
        return {'FINISHED'}

    def modal(self, context, event):
        if event.type == 'MOUSEMOVE':
            self.x_translation = (self.first_mouse_x - event.mouse_x) * 0.01
            context.object.location.x = self.first_value + self.x_translation

        elif event.type == 'LEFTMOUSE':
            return {'FINISHED'}

        elif event.type in {'RIGHTMOUSE', 'ESC'}:
            context.object.location.x = self.first_value
            return {'CANCELLED'}

        return {'RUNNING_MODAL'}

    def invoke(self, context, event):
        bpy.ops.object.empty_add(type='ARROWS')
        context.active_object.name = "locator_start"
        self.locator = context.active_object
        print (self.locator.name)
        if context.object:
            self.first_mouse_x = event.mouse_x
            self.first_value = context.object.location.x

            context.window_manager.modal_handler_add(self)
            return {'RUNNING_MODAL'}
        else:
            self.report({'WARNING'}, "No active object, could not finish")
            return {'CANCELLED'}

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

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

if __name__ == "__main__":
    register()


texts:
I'm working on a game which will require creating lots of different dice (different combinations of faces).

I can produce the meshes just fine, but when I go to UV unwrap them, they get all shifted out of place, which makes coloring them a lot trickier.

Since the indented parts just need to be one color, and the colored parts just need to be another, I'd like the mesh to just be a very neatly unfolded square.

Are there any tricks I can use to get my UV map to unfold more evenly and regularly?

Here is an example of what I am seeing. This is with a basic 6-sided dice that has pips. The real dice I want to do are even less regular, so the inside of them gets really wild.

Ideally, I'd want it to largely unfold things flat and more regularly (i.e., 6 mostly regular squares and and easier delineation between the indents that I could more or less just flood fill with color)

I'd like something that looks more like this:


texts: Cycles shadows different in live render and final render

texts:
I'm a beginner in blender and i can't figure out why the shadows in my scene are different in live render and final render. The shadows seem to be less pronounced in the final render. That makes it really time consuming to fine tune the lamp size and strength values. I'm using a shadow catcher and a background image with one lamp (sun) and a world background with the strength of 1.0.

Color management settings: Color Space & Display Device: sRGB, View: default, Exposure: 0, Gamma: 1, Look: none, Use curves: off

Live render:

Final render:

Composition nodes:

EDIT:

When changing the world background strength to 0.0 the images become more similar but still not the same and i need the background for reflections.

EDIT:

I reproduced the problem in a new file. Download for blender 2.79.

The shadow in the preview is clearly darken than in the final render:


texts: Why Internal and Cycles are so different when rendering a duplifaced object with particle system?

texts:
One object is recreating another as dupliface instances. But those one which is being instanced has got particle system + explode modifier. Cycles renders OK, but Internal fails on this task, though its viewport shows right relationships between objects.

EDIT: I found how to make it work in Internal - just switch to object mode in render settings of particle system and keep it blank. Anyway I'm still curious why is it acting like that...


texts: As far as I know, you can only bake non reflective materials in Cycles. If I had a scene and I wanted to bake the non reflective parts to speed up an animation render time, I would still have to keep the lighting for the reflective materials. By keeping the lighting, it lights up the baked materials so that they appear brighter than they were oriiginally intended to be. What can be done to make the lighting appear exactly the materials were changed? (Besides guessing and checking with the emission energy values on the baked materials.)


texts: How big my margins should be to account for MIP mapping?

texts:
I'm currently working on a game asset and I'm not sure how many pixels I should assign for the margin property of the bake tool in Blender. I'd like to have a better idea beforehand to properly assess how to efficiently manage my UV islands.

The final texture will be 2048x4096 (it's for a sword to be added to the game TESIV Oblivion and later into TESV Skyrim). I may reduce the size (to 1024x2048) for release and I would like my margins to account for MIP mapping to avoid unwanted seams.

I've loaded my model into UE4 and used the MIP mapping controls in the texture node properties to preview different levels and no seams were visible with a 32px margin in a 2048x4096 test version with diffuse and normal maps applied to the test material. I'm not sure how MIP mapping varies from that to the Gamebryo engine Oblivion runs on, but I've not noticed any seams while viewing the sword in-game at different distances. The normal map doesn't look as good in Oblivion as it does in UE4 though (using the same .DDS file).

I'm thinking about using 64px just to be on the safe side since I don't yet know how it looks in Skyrim. What do you think, is it too much? Am I overthinking this? I just want to know if there's a general value that works best.

Thank you for your time.


texts: Curve Spiral creates unwanted result with mesh

texts: I have been trying to recreate Min-mins left arm from ARMS but to no avail... I created a spiral myself and tried to wrap the mesh along it using the array and curve modifiers. The mesh does not stay consistent along the spiral however, turning inside out and back in throughout a cycle of the spiral creating an inconsistent shape. I tried it with the spiral given from the extra curve add-on which unfortunately yielded the same results. I don't really know how to fix this. Attached should be a reference photo of what it should look like. Note that the scales and spikes are always on the outside. This is what I want to accomplish.


texts: How do I merge the locations of one set of perimeter vertices on a mesh with the corresponding set of perimeter vertices on another mesh?

texts:
I have a face mesh and a torso mesh that don't quite align. Without moving the vertices in the torso mesh, I need to merge the positions of the corresponding vertices from the face mesh. What is the best way to do this?
To clarify, the Torso is an appended object being used as a reference to use when adjusting the mesh in the Face object. The ultimate goal is simply to have the vertices of the face perimeter/torso neck opening share the same coords. The Torso object will be removed at the end of this to allow the final, adjusted face mesh to be exported to FBX.
The blend file is located here: https://www.dropbox.com/s/f1i03g9zjhy5qx8/AnointedM1_Face26_ExportTest.blend?dl=0

I'm afraid that shrinkwrap doesn't do what I need, it is for surfaces and these are the edges of two shells. Applying shrinkwrap as described causes the following result:

The shrinkwrap method makes for a surface that is visibly sealed, but on close inspection, the vertices aren't actually merged.

I need the vertices of the face mesh to end up in the same location as the corresponding vertices in the torso mesh. The two seams need to have the vertices merged (or the vertex coords matching) for each seam, without the vertices on the torso mesh moving. That last point is critical.

I tried the second method (incredibly detailed, thank you). It almost works, but the torso mesh vertices seem to be moving. Unfortunately, Blender doesn't have a concept of anchoring vertices, so the only thing that seems to work is using the linking suggested and selecting pairs of vertices and then Merge->To Last (with the torso vertices selected last). If this is as close as I can get, I can live with this solution. However, if there is a way to perform a Merge To Last on two groups (the two edge loops), that would be great.


texts: How can I create an object that fits in the gap of another object?

texts:
I decided I wanted slots in the checkpoints for a number plate to
slide through and it to hold. It is a checkpoint for a mini drone
race I am doing. I basically want the "T" looking piece to be a gap
in the circle and I will need to create a plate that will fit in the
gap. Can anyone help me figure out how to join the 2 rectangles and
make them a gap inside the circle.

Also, someone mentioned the print would be too small. I could scale
it in simplify 3d, but is there a way to scale it using blender?
Also, Is there any way to measure the gap so the sliding in pieces
fit tight? I downloaded the plug-in "Measure it" but am having
issues figuring it out. It's a lot to take in, but with some
previous help I am learning a lot and hopefully one day be able to
help someone else out with a problem! Thanks


texts:
I'm a newbie and I'm working on a race track based on my neighbourhood. So I used GIS addon to download my area as an object with topography. Then I made NurbsCurve following the track I'd like to make.
Now thing is my Curve is not actually alligned to my terrain and I don't really know how to do it. If it's possible?


texts: just had a quick question.  Should be a simple fix.  When I am trying to bring in HDRs for lighting, it seems to not be scaling or working properly.  I can't see the HDR in the background.  I have kind of fiddled around with it by trying to use texture coordinate and mapping in the world section of the node editor but nothing was working.  It appears that the HDR is still lighting my scene for the most part but it's all thrown off.  Here is a screenshot of what it looks like.  You'll notice there is some blue in the background, but that's not very helpful.  Also, you can see what the HDR looks like in the preview area on the properties editor.  Thanks for the help!


texts: Normals of Mesh is in correct in Face Orientation but wrong in Quixel Mixer and UE4

texts:
So my mesh in Blender 2.8 is shown to be correctly oriented, but when imported into Quixel Mixer or UE4, it's the opposite.

I tried to simply flip the normals but it didn't really work well with textures in Mixer so I was hoping for another way.

I also read a post that said if I were to export it as a .dae, it would fix the issue, but I have had no luck with this.

Any help would be appreciated! Thanks in advance :)

Blender

Quixel Mixer


texts: Access Object's Keyframe Data via Python

texts:
The goal is to change the hue of objects based on the difference between the frame when the object is made visible to the scene renderer and the frame_current.
What code will allow me to access the frame number of an object's visibility keyframe? Something like:

import bpy

objs=bpy.data.objects[0:-3]      #select multitude of objects barring a camera,
                                                                     # light, and curve
scene=bpy.context.scene
endF=scene.frame_end
currentF=scene.frame_current
while currentF != endF:
    for o in objs:
        start=o.visible.frame # <-??              #set variable for the frame number
                                                  # when each object is made visible
        hue=o.material.diffuse.color        #set variable for hue of object's
                                                                         # material

    #set hue based on difference between current frame and visible frame
        if currentF-start==1: hue=0x6E00E7

The line of code I really need help with is marked with "# <-??", i.e., line 12.

Solved.
It works now.

import bpy
objs=bpy.data.objects      #make list of all objects in scene
scene=bpy.context.scene
endF=scene.frame_end
currentF=scene.frame_current
keyframes=[]
meshObs=[]

for o in objs:
 if  o.type == 'MESH' and o.animation_data !=None:
     fc = o.animation_data.action.fcurves.find('hide')
     keyframes.append([kfp.co[0] for kfp in fc.keyframe_points if kfp.co[1]==0][0])
     meshObs.append(o)


texts: blender automatically closes while rendering

texts: I have to render a single frame and it's almost done every time for up to  80 percent and closes all of a sudden and that's totally screwing me up I set frame size to 1920*1920 and 100 percent render quality can someone tell me what's the exact problem


texts:
I can't seem to get the model, rig and bones to all move together when I generate the rig with rigify.
Does anyone know what I did or maybe where I can find a solution?


texts: So, I was trying to apply Wipe transition to an image but it was disabled like in the picture. Is there something I'm doing wrong?


texts: How to set a custom center point (pivot point) for the "copy location constraint" (include a simulation video in content)

texts:
I would like to know how to set a custom center/pivot point for the "copy location constraint”. So when we set the X/Y/Z invert of the copy location constraint, two objects can move toward the opposite directions within a certain area. Please see the simulation video:
https://drive.google.com/open?id=1bSmByVFAe1Na12U35pxzNZnx7k05Q2Zu

Currently, by default, the center point is on the world origin point (coordinates X,Y,Z=0,0,0), so when I set the copy location constraint with X/Y/Z invert, two objects are separate far far away according to the center point is on the world origin point. please see the recording video of the result of default setting:
https://drive.google.com/open?id=1cqONcr4gopfTiHIwQ96gmEb_yy9scNxC

Please download the testing blender file:
https://drive.google.com/open?id=1Lj128BZKfHOe8av16_At_7vneEjoKNVW

Thank you very much,

Ava

Thank you.

Please see the reference images and blender file below :


texts:
I am trying to figure out the proper workflow setup to manually paint onto a render within Blender.

I want to:

Render an Image
Run it through a compositor node setup
Be able to manually paint on it afterwards, but non-destructively.

For it to be non-destructive, I need some sort of new layer. I want to be able to paint on top to add more light/shadow, lineart, color correction, etc. My first thought was to make a blank image and alpha-over it over the whole render in the compositor, and then paint on that. However, I don't seem to be able to have it overlay the render visually while painting, so I can't tell what I'm doing (the image editor showing the render is in one window, and the paint mode with my new image is in another, but I need them superimposed.)

I could also make new images or masks and combine them with the render in the compositor, but then I end up limited by mix modes, and still have the problem of super imposing over the render. If I just wanted to darken areas, then I could make a new image and combine it with multiply in a mixRGB node. But if I want to also lighten some areas, change color in others, etc, then I end up needing tons of new images.

Is it possible to make a proper multi-layer painting setup in Blender similar to what you can do in Photoshop or Sai? (I could take it into Photoshop or something, but I want to see if I can keep it all within Blender.)


texts: How do you select diffuse_color in python


texts: Append function in menu is greyed. What can I do to fix it?

texts:
I'm trying to add an object from a previous project, but in the File menu bar the append option appears greyed out.
If I press Shift + F1, I can browse between the folder of my PC, but when I click on the file or press Enter that I need nothing happens.


texts:
I'm not very experienced with Blender, and am returning to it after quite a long break as well. So I'm not very familiar with Blender.

Following this tutorial (@ 20min), and am running into an issue when trying to render my leaves. I was able to render the bark no problem, but when I attempt to render the leaves, I only see a weird outline of the leaf. Let me know what other pieces of information you'll need.


texts: How to horizontally flip a rotoscoped object?

texts:
I'm very new to blender so please don't flame me.
I recently recorded a show on zoom about technology. Here's the problem, during the zoom meeting, my background that had a logo called 'DNA' which is normal, but after the show, when I saved the video and watched it again, it showed my background logo as 'AND'(which is DNA flipped). That's why I'm in blender trying to isolate(rotoscope) the logo('AND') and flip it horizontally to ('DNA').
Here's the logo and how it should look like:

I really appreciate it if anyone knows how to fix this thanks.


texts: Why does my render always turn pink on the 10th frame?

texts:
I am making a small little video. I have done so before with success. This however is turning pink when the 10th frame is rendered. That is, if I render an animation and start from frame 1, at frame 11 and after it will turn pink. If I start at 301, frame 311 and after will turn pink. If I start a rendering, but not finish, it will count as one of the 10 before it eventually renders pink.

I exported the file to a friend (who has a much better computer than me) to render it with all the textures included. The same problem happens. First 10 frames are fine, then the 11 and on are pink. To fix this we restart the program but it still happens. I render at CPU, my friend rendered it on GPU.

I have tried starting a new file, everything works fine, then I start importing some objects/textures/animations from the old to the new. Works alright. Then at a certain point of pasting into the old, the same thing happens. I tried seeing if it was one specific object, but it seems as though it could be any of them.

I don't think it could be too many shadows/polygons that make the program give up importing textures. My MAX light bounce is only at 2. So far the only way to fix this that I know of is to render 10 frames, restart blender, then render the next 10 frames. I have 2000 frames, so I hope I wouldn't have to do this 200 times to finish the video.

After it renders a pink image, it will stop rendering an animation all together. Once the pink image is complete it quits rendering the frames after it, despite having another 1800 frames to go.


texts: I've seen some videos on a working rag doll in the game-engine, and I've always wondered on how to make one. Also, if I a rag doll effect is created, I need it to not be affected by animations (i.e. animations wont be playing anymore). I have some more to add to this, but I want to keep this as simple as possible so I will ask those in the future.


texts:
I made an animation that is not smooth enough. I'd like to double the number of FPS, without having to re-render everything. What's the best approach to double the number of FPS, render every other frame, and re-assemble the old frames with the new ones?
FWIW, I still have the original png's.


texts: how do you change the keyboard shortcuts in blender 2.8?

texts: I'm trying to find the search short cut and f3 isn't working on my computer so I'd like to change it to another one.


texts: Armature out of place in object mode but not in edit mode...or almost

texts: for some reason that I don't understand my armature seems to be out of place in object mode,but not in edit mode and I don't know how to fix it. Can someone helps me ? I've attached 2 pictures to show you.


texts:
I have a problem with eevee render: it shows the metal reflections in the viewport but not in the final render. What is wrong?

Moving the camera away helps, but the metal on the object still has no reflection maybe I should have an background image to reflect something...

This changes not much. I post my shader settings I followed in a tutorial earlier maybe the problem is there.


texts:
I've looped an animation on Blender. But how do I export this loop into Unity? I've tried exporting as both Fbx and blend extensions, but it plays only once.

Any ideas anyone?


texts: Is it possible to deselect random elements?

texts:
I know you can select random elements (verts, edges, etc.) however is it possible to deselect elements?

I want to be able to select random elements in a certain area (which would be defined by a preexisting selection)

I tried

Selecting an area
Inverting the selection
Hiding the inverted selection
Selecting random elements
Unhiding

The only problem is the hidden elements are selected when they are shown again. It can sometimes be a pain to deselect these without affecting the randomly selected area.


texts: How to blur part of the screen in the game engine?

texts:
I'm making an FPS game, and for some of my guns, i want to be able to zoom in so that i can see farther. This isn't the problem. What i really want is to make the rest of the screen (The part not looking through the scope) blurry so that it looks like the character is focusing through the scope.

I want everything that is not seen directly through the scope to be blurred, for example, refer to the scopes of Crysis 3.


texts: How to export texture after editing nodes/uv

texts:
i am new to blender but i can do few basic things..i want to create a texture for a football kit with model extracted from a game..

i have base texture produced with image editor (ps)

how can i export texture then i'll fix the rest in image editor
i cant modify model because that is the model the game understands

Thanks


texts: What is the Python script to create nodes?

texts:
Is there a way to convert nodes (or nodes group) into Python script automatically?

If not what is the python script to:

create a node and set his position
attach a node to another and choose the input and output (and found the name of the input/output script)
create a group
choose if we want to create the node in the compositor or for a cycles shader
mute a node


texts: Is it possible to export a single object from an entire scene?

texts: In a scene with more than one object, is it possible to export that one object without deleting every other object, exporting it, then undoing the deletes?


texts: Wind force field not affecting cloth object

texts: I already looked online, but couldn't find anything that worked. can someone take a look? Here is the file:


texts: How to make mutually exclusive Modifiers or Object visivility

texts:
What I want to do is have several modifiers on an object, like booleans in this case, but have them be mutually exclusive from one another. So if I display one, the others would turn off and vice versa. I've managed to make one modifier's display setting be the opposite of another with a driver but it doesn't seem to work with more than one variable and can't be manually turned on/off either.
Is this even possible to do?
I'd like to do the same with the visibility of objects in a collection as well but I imagine that's a different story.


texts: The vector pass looks strange when viewed from the render layers node to the viewer node

texts:
Image 1 shows the vector pass of the render layers node directly checked by the viewer node. The image looks strange.

In image 2, the vector pass is outputted to openEXR through the file output node and then reloaded into the image node in the blender and checked by the viewer node. The image looks perfect.

Q1 : how to check vector pass correctly in render layers?
Q2 : Why is this difference between image 1 and image 2?


texts: How can I get my texture correctly onto plane?

texts: I am trying to add a texture to a plane but it doesn't spread correctly across the entire plane. How could I get it right?


texts: How do I create a realistic translucent material?

texts:
I have been trying to make a material similar to the one in the following photo but didn't get any result that was close enough.

I tried using a combination of the glass shader and translucent shader but it didn't give a believable result. Anyone has any idea how could I make this procedurally?


texts: After importing svg, [mesh from curve] creates annoying results?

texts:
I have created some top views of buildings from AI CC2015 with simple paths, exporting to SVG files.

After importing in Blender 2.73, I want to extrude them to make buildings. I pressed Mesh to Curve & *Tris to Quads. Some of them look just alright, while some of them become weird with overlapping faces.

Is there anyway to clean/fix this? Thanks in advance.


texts: Why does my materials not show in a bake?

texts:
I have a model with various materials assigned. I want to bake all these materials into a texture. It seems that only very few are actually being baked to the image.
My Settings

Cycles
Bake Type: Combined
All boxes Diffuse, GLossy, Transmission.. etc are ticked
I have a UV Unwrapping (Done by smart UV unwrap)

I hope someone can help me answer to why the result is as it is, and what I can to get a result with all the color?  am planning to do a metallic map, and a normal map as well (TIPS appreciated). The model will be export to Unity.

Image of the bake result and the model (rendered in material preview mode)

Here is an image from solid mode ( when you press z)

I fear that the materials may be compatible, so I will attach some images of those as well. They are all free assets available through BlenderKit.com and their plugin for blender.


texts:
I'm watching Rigging's tutorial. I'm having trouble applying the driver to the transform constrainted  bone. The following words should be included in the path value. I don't know how to extract the following values.

pose.bones["upper_arm.fk.L"]["isolate_rotation"]


texts: how to view selected keyframes in clip graph editor

texts:
I'm doing motion tracking in blender and having problem to view selected keyframes. Is there any way i can do 'view selected' the selected keyframes in clip graph editor ? Am i missing something here ? or this basic feature just doesn't exist in clip graph editor ?

Thanks


texts: Is there a way to use system RAM to save GPU's vRAM usage?

texts: I often have problem with CUDA memory problem when rendering on GPU. I am using GTX 1080 Ti GPU (11GB VRAM). Is there a way to store some information (frame buffer, maybe textures) on system RAM in order to save GPU memory? I envy Octane Render users for having such possibility.


texts: Texture appears stretched on extruded sections of mesh

texts: I have a maze game in blender and to make the maze I subdivided a cube I flattened out and then selected some parts, extruded it, and raised it up. But, when I put in the texture, it didn't really work (see images). The walls were just lines. I really need to know how to fix that, even if it means that I don't see the texture the right way on the top. I just need the walls to look nice on the inside.


texts: how do I add a shadow on the floor of a tracking scene?

texts:
Im having trouble adding a shadow to my scene. I have one scene of the main object (pic 1) and one scene with the ground (pic 2)
But when I render them together, the result is just the main object with no floor or shadow.
When rendering the floor is invisible. Im using Blender render and I would prefer it to stay that way. If you need more information you can comment below. Any help would be appreciated and thanks in advance!


texts:
I am preparing a presentation for radiology residents. I'd like to use Blender to explain some caractheristics of color Doppler ultrasound (US). Basically, Doppler US allows you to see the blood flow's velocity and direction in the vessels. If the blood flow is towards the US probe, it is colored red. If it is away from the probe it is blue. The brightness of the color determines its velocity, where brighter reds and blues mean higher velocities, and darker tones mean lower velocities. Here's an example to illustrate what I mean:

In the picture, the probe is situated at the skin level, which is the top of the image. The red vessels contain flow that goes upwards, and the blue vessels are blue because the flow is downwards. Also, you can observe some yellowish/orange segments in the middle of the red vessles or white parts in the middle of the blue vessels, because the velocities are higher in these sections, so they have a differen shade.
I've tought about creating a tubular hollow structure to represent the vessel and then use fluid simulation inside. I haven't been able to find a way to change the particles' color depending on their velocity and direction. Is there a way to achieve this or do I need a more professional fluid simulator?


texts: I've been trying to install manta flow for blender 2.9 and am stumped I cant find any tutorials or anything and from what I can see you cant install the blender experimental branch with manta flow anymore?


texts:
Simple way to make this issue:

Enable bolt factory addon.
Add a bolt
Add a simple cube mesh used for boolean modifier. This is used to cut away one quarter of the mesh from top view so position it as such.
Add boolean modifier (difference) to the bolt and nothing happens?

Sample file below:
https://we.tl/t-WfCUnRAOX5


texts:
Recently I created a video about a way to increment automatically the number of segments.

My question is is there a way to script and integrate the formulas directly bpy.context.object.modifiers["Bevel"].segments = "Formula here" .

I spend the last week trying to figure out but I think my python knowledge is not enough. If you have any suggestions it will be cool.

Watch the video to see how it works, I think it will be great to have that feature. ;)


texts:
could someone please explain to me why i can't use Dissolve Vertices? Error: Invalid boundry region to join faces

Picture:


texts: Ctrl + B bevel not beveling from center of edge

texts:
I remember solving this issue by changing the origin once or something, but now I don't remember what to do

 and when I CtrlB, it offsets the bevel