texts: Drag vertices without pulling other faces

texts:
So I have subdivided a face on a cube 9 times and I want to pull a certain area of the face backwards into the cube to make eyes. However, when I select certain vertices and bring them back, they pull the faces surrounding them back as well so they are slanted. Is there a way to only bring the faces that I selected back, so new faces are created on the side?

Thanks in advance!


texts: how to follow a list of splines one after another

texts:
i try to follow a list of splines with a "emitter mover" - one after another.
I did this with animation nodes (image below)
result: the first spline works well and moves along the first spline.
the second "jumps" to the starting point of spline 2 and stays there instead of moving along the spline.
the third "jumps" to the starting point of spline 3 and stays there instead of moving along the spline.
what am i doing wrong?
update: i know, how to connect splines - i don't want that to use, because i need them "splitted"


texts:
So my laptop has a GTX 1060 6GB Max Q, i put the render setting in blender to the gtx 1060 max Q. But when rendering, it doesn't use a bit of that gpu, and it doesn't use any of the intergrated. I checked my Nvidia control panel and it shows that Blender uses the GTX 1060 Max Q. I already updated my gpu driver to the lasted.
It takes forever for my laptop to render with my cpu. I really need help with this.


texts:
I flipped the normals, so that I could see the meshes layered within the outer mesh by using blackface culling. Reversing the normals made it so that instead of culling the backfaces, it culls the frontfaces. I did this, following this tutorial: https://www.youtube.com/watch?v=H5edojx6DFI
[I modified the center to suit the aesthetic style I was going for. However, he doesn't go over rendering in the video. I'm using Blender Render.

I want my render to look something like this.

But I can only render it to look like this.

Is there anything I can do to salvage this?

Below is the Blender file for download:


texts: Blender started lagging when using more (single) bones

texts: So, I was working on a project that involved rigging, and everything seemed to go fine when I was working with a single bone (extruding it). But then I wanted to use the same sequence of bones to rig the other 2 legs of the model, so I copy-pasted them and put them into place. Since then, It's been impossible to work in that file. When you try to select something, it takes forever, or when you rotate around in the 3d view, Its super laggy. To solve the view lag, I tweaked some stuff, and it seems to go better. But I still have the selecting problem.


texts: how to force blender freestyle engine to redraw the same frame different

texts:
anwesered I have been trying to make a freestyle line changing each frame even though it's the same. I've been wanting a sketchy look for a while and cant find anything
help?


texts: Moving a vertex doesn't move the vertex, it just makes another

texts: please give me some tips on how to stop the vertex cloning from happening. this only happens around this one single ring or circle. everywhere else is normal.


texts: Posing a bone is causing the mesh to squash and stretch. [Solved]

texts: I'm trying to pose a bone to rotate an object. For some reason the rotation is also causing the object to scale itself strangely. I've included two images, the first is the object at it's "default" size and the second image is the bone rotated 90 degrees.


texts: I am trying to model regular polygons (triangle, square, pentagon, hexagon, etc.) with the edges made up of cylindrical rods, kind of like the bonds in a molecule. I can get the basic shape by working with a circle mesh and changing to the appropriate number of vertices, but would appreciate some help in changing the edges to cylindrical "bonds." An example of a folded hexagon that I am trying to model is shown below. Thank you!


texts:
How can I make grooves in a sphere. If I use the Subsurf modifier, the edges don't keep sharp. And if I use a crease of 1 I loose the smoothness of the sphere.

Here what I get using crease at 1.

Here the illustration of the problem I encounter. Left is only 'Mark Sharp' applied, middle is only 'Edge Crease of 1', right is 'Mark Sharp' and 'Edge Crease' both applied.

Artefacts appear.


texts: Exporting a Wet map image in Blender 2.8

texts: Yeah I know how to export a wetmap in Blender 2.79 but I do not find the option in 2.8. I'm talking about the physics tab in Dynamic Paint there used to be an option to save your wetmap. In 2.8 that is just a wird symbol where you can write a title.


texts: How to scale multiple objects on a given axis?

texts:
I made a simple model of a house (fig.1) .
Now, I want to copy the house and mirror it negative 1 on the Y-axis in global orientation.
It should give me an exact mirrored copy of the original but instead all of the different objects get flipped in unwanted directions (fig.2) .
The house contains multiple objects (roofing, windows, doors, etc.)

I've run into this problem once or twice in the past but did not find a solution or why this is happening, nor could I replicate it in a clean blendfile.

(I know about the transformation orientation settings as well as the different options to set the pivoting point of one or multiple objects.)

Does someone know why this is happening?


texts: Beginner here, I want to do something like this

texts:
First of, I am a completely beginner of Blender 3D. I didn't even touch it in my entire life.
I just finished my Photography And Videography course. I am interested in nature, environments, etc. I am thinking of making a website of photography kind of stuff.
My problem is I can't go to places like beaches, gardens and all that because my town does not have those beautiful things. Suddenly, I came to know about Blender on YouTube. I watched couple of videos showing 3D environments that look so damn real. I mean, ultra HD. Wow! And the best part about that is it has camera to animate it and taking pictures. Since I've done Photography and Videography course, I can easily handle the camera, I guess. The only thing I need to learn is to make environments, camera handling, timeline, shaders, etc. I can grab assets from somewhere.
My question is, from where should I start and what should I do in order to make this dream possible.


texts: Convert the output of shrinkwrap modifier into a mesh

texts:
I'm a newbie to Blender, and this is the thing I'm trying to accomplish. I've got a bezier curve in 3D space and a grid. I want to show the projection of the curve onto the grid, so I use the shrinkwrap modifier on the curve to project on the grid. So far, I managed to get all this working ok.
Now I would like the projection to appear in a render of the scene, so I think I need the output of the shrinkwrap to be a mesh (correct me if I'm wrong!). How do I do this? I'm looking for a python blender api way of accomplishing this, but any hint on how to get me started would be very appreciated.
Thanks in advace.


texts: How to repair artifacts in object for 3D print?

texts:
I made a model for 3D printing, (you can see what it looks like in the first picture) and I uploaded it to i.materialise.com for 3D printing with titanium metal.
When the website "fixes" my model you can see some artifacts around the head (second picture).
The head was attached to the plane by a Boolean modifier via the Union method.
Am I doing something wrong? Is there a way to fix those artifacts?
You can check out the "fixed" model here: https://bit.ly/3cAhwaT


texts: What is the difference between a UV Sphere and an Icosphere?

texts: When working with or adding meshes, I've seen UV Spheres and Icospheres being presented to me. What are the differences between them, when should either be used and is there anything I should take into consideration if I want to have them render cleanly?


texts: How can I open or import FLT (OpenFlight) files in Blender (mac)?

texts: What the headline says - how to open/view .flt (OpenFlight) in Blender 2.79?


texts:
It seems like the emission shader lights up other objects stronger in the preview render than in final renders.

I'm using mesh lights in Blender 2.78. The error is reproducible by creating a plane with an emission shader and a subject with any kind of material, that's lit by the plane.

As I didn't find any reports of this issue, I'm wondering if I'm the only one experiencing it, and if so, what settings might cause this.

EDIT:

After resetting the preferences in the System tab this is the render:

It is a bit closer to the preview, but then I noticed that both of the lights are reflected two times. (Which was visible before, but I didn't realize it.)

I also tried to render with CPU, and the result was identical to the preview.

So it's definitely a problem with the GPU (Nvidia).
It's unlikely a driver problem since I noticed the problem some weeks ago.


texts:
What type of lamp and settings should I use to achieve any of these (link 1, link 2, link 3, link 4) effects on my bookshelfs?

I only have sky texture and a sun in my scene and no ceiling.


texts:
I've been going through the blender guru's 2.8 neon tutorial, and the result was looking alright, but in the final render a weird reflection appeared.

My brick texture is nonreflective, but this doesn't even seem like a normal reflection regardless. Even weirder, the reflection does not show up in the rendered view of the viewport, so I had no idea this was going to happen.

Does anyone have any idea what could be causing this?


texts: Transparent object not fully transparent

texts:
A few days ago, I watched this Video from "Blender Guru" on Youtube (i´ts about the modern kitchen):https://www.youtube.com/watch?v=KyXRBu7gn2o. There he showed a trick how to reduce render times, by adding transparent images instead of real trees as trees to the scene. My Question: How did he make their backgroud fully transparent? Always when I import Transparent Images(the background is transparent) i`ts only "half transparent"

It also does not change, when I switch between Material-Preview or Rendered Mode:(((
As you can see in the Video which is linked above, Andrew has images where the background is completely transparent, but how does he do that?
(I have exported the image of the tree myself, made sure that the output is PNG, RGBA, and the in the Film-Panel I activadet Transparent)->have I forgotton something? I also tried to render the tree normal(no transparent background) and changed it in GIMP, but that did not help as well. It also doesn`t change when I import the Image instead of "Image-as-plane" as Plane where it is applied to.
Maybe you know an anwser to my question, thanks!!!
PS: I`m from Austria, so I want to apollogise, if my English is not so good, you can always ask quesions If something unclear:)


texts: Rendering does not reflect the new rotation of my character after using Blender's Python API's rotation_euler function

texts:
Want to render a character in different direction using scripts, set the character standing on a plane, and use the code like following:

for i in range(0, 8):
    model.rotation_euler = (0,0,2 * pi * i / 8)
    bpy.ops.render.render(write_still=True)

But in rendered image the character is lying on the plane, why is that?


texts: rendering out a mesh from rhino3d - problem with camera

texts:
im trying to render out a mesh that i have created in rhino (drawn in meters, the expoerted as obj.

I do a simple clay rendering - but if i want to align my cam to the current view (top view - ortho) the camera shows nothing - can this be due to clipping settings ?

cant figure it out - is there a way to show the viewing cone of the camera ?
thank you !


texts: Someone please explain why materials only apply when i click on use nodes


texts:
I have got this image:

The idea is seperate the image to two using mask in U/V image editor, then blur each one to make it look like the camera changes its focus from the man to the ipod:

I've got the mask. But how I do that in node editor?

Blend file:


texts: How to show / change local space vs world space?

texts:
See this blend file: https://drive.google.com/open?id=0B9fajYcxL7pvWmRubFN2bWk4cjg

Two objects (b and c) are parented to object A. If I move A, then b and c move with it and their location (x, y, z) remains the same. So that must mean "Location" is showing Local Space.

https://docs.blender.org/manual/en/dev/rigging/constraints/interface/common.html

  In [local space] the parent of the object (or bone) is the frame of
  reference. Location is relative to the parent object origin. Rotation
  and Scale are oriented to the parent object axes. Only transformations
  to the object itself are taken into account. Transformations to the
  object’s parent and any other constraints higher up in the constraint
  stack are not taken into account.

Why does b have a location of 5,5 and c of 0,0? (we are ignoring z coordinates as we are not using them in this question) If they are both children of A, then should not they both show the relative local space coordinates? Why is c 0,0? As you can see the object origins are all in the center of each object.

Now try this. Move A to 10,10 and then duplicate it. Move the duplicate (let's call it D) to 5,5. Now we have two non-parented objects. D is in between World Center and A. Now make D a child of A. The coordinates do not change to Local Space. D will still show 5,5 instead of -5,-5! How can D and c both have the same x,y coords of 5,5 if they are both children of A and both on opposite sides of A? Shouldn't they have different coordinates whether it's showing local space or world space?

How can you change from viewing/editing local space to viewing/editing world space? How on earth does blender's location system work? Goodness gracious.


texts: How to pass variable (tuple) to operator invoke

texts:
How can I pass a variable (if possible a tuple) to an operator class I'm calling by it's invoke?

class MyOperator(bpy.types.Operator):
    """Operate"""
    bl_idname = "object.myoperator"
    bl_label = "Operate"

    myvar = None
    filepath = bpy.props.StringProperty(subtype="FILE_PATH")

    def invoke(self, context, event):
        context.window_manager.fileselect_add(self)
        return {'RUNNING_MODAL'}

    def execute(self, context):
        print(self.myvar)

...

prop = bpy.ops.object.myoperator('INVOKE_DEFAULT')
prop.myvar = "Hello World"

Or:

bpy.ops.object.myoperator('INVOKE_DEFAULT').myvar = "Hello World"

Error:

Traceback (most recent call last):
  File "\myoperator.py", line 151, in execute
AttributeError: 'set' object has no attribute 'myvar'

location: <unknown location>:-1

I've tried everything I could think of for hours now, but it seems I'm incapable of doing that.


texts: UV unwrapping seems to be unwrapping my object twice

texts:
Following the anvil series meticulously for the second time now and I have a new and weird problem. When I UV unwrap, not UV smart unwrap, I get what seems to be 2 unwraps! So when I create a seam and re unwrap, the UV editor displays this double unwrapping. I don't know how else to explain this. Here is an image to help explain.

I tried using an older version of blender to see if there was a difference. It's so weird because yesterday it was working fine for me, but when I cmd+z back a couple of times it erased everything, and so I figured that I would quit for the day. Now it's doing this crazy result! See how in the bottom left there is this additional UV map that I don't want. It's driving me absolutely crazy. Why is it seem to be unwrapping it twice?
See how it's got 2 UV unwraps? Thank you for any help. See how it's creating this terrible triangle situation when I render it. Also, it doesn't show me any texturing in texture mode (image missing)


texts: Curve has no vertices when converted to a mesh

texts:
I'm trying to make a curved plane using a bezier object, however when I do ALT+C and press "Mesh from curve/meta/surf/text" and go into edit mode, there are no vertices on the object.

Bezier curve in edit mode before converting it

Curve in edit mode after converting it (no vertices)

Any reasons as to why this is happening? (It worked fine on another curve I was working on when I first started the project)


texts: So I decided to download Blender 2.8 but the Node Editor has different node names, all the Youtube videos I watch have the 2.79 names and so do my friends. Is there any way to change it? ex. material output is just called output and what i presume is diffuse bsdf is called checker.


texts:
I'm trying to create a chainsaw type of animation using bones. I may be approaching this from the wrong direction but I would like to create a chain of bones and have them follow a path.

I used the SplineIK constraint to create the shape but I'm not able to get it to animate correctly on the Bezier circle.

This is about as far as I got, but I can't actually move the bones.

I'm able to get one unparented bone to move around the circle but never a chain of bones.  Any advice would be appreciated! I really hope I can get this to work!

Thanks in advance


texts: How to convert blender scripts bpy to python scripts py

texts:
I am new to Python and Blender and would like to know:

How to convert Blender scripts (bpy) to Python scripts (py)?
What is the difference between Blender scripts and Python scripts?


texts: Can we setup a recurring function that executes every 5mins?

texts: We want to track how our internal team is using our addon. Can I setup a function that reads the current active file that is open and log the time along with it, every 5minutes.


texts: How to rig/ animate wrinkles/skin stretching?

texts: How would I go about rigging/animate complex wrinkles/skin? For example, just look at the skin on your finger joints. When you bend your fingers, the skin on your finger joints are smooth, and when you point your finger straight, the skin on your finger  is wrinkly


texts:
I am the author of an add-on for Blender 2.8.

I have one user that is experiencing an error. I understand what is causing it, but I don't understand why.

My add-on is selecting the "Standard" option from this list:

The user, however, does not have that option. Hist list looks like this (note also the different Display Device):

We are both using clean installs of the latest Blender 2.8 beta (11 July 2019 build).

What exactly is "sRGB / BT.709"? Why does he have this option, whereas I do not?


texts: Correcting perspective distortion for an angled projector (Keystone effect)

texts:
My goal is to create a realistic reproduction of a projector mounted on the ceiling. So far I can reproduce a projector that is projecting straight. But I cannot wrap my head around how to correct perspective distortion when the projector is tilted down.
Edit:
The Solution shoud work like you woud expect from a real world projector. With the light beam originating from the lamp position spreading out onto the surface and interacting with objects in between.
For a projector that points 90° to the wall evything works fine.

As soon as i tilt the Projector i introduce Perspective distortion

Node tree to get the lamp to project a texture without barrel distorion like here or here

This example file:


texts: How to maintain per-node instance state?

texts: My question is about maintaining per-node instance state without the use of Properties. I though that standard Python instance variables would work, but it looks to me like a different node instance is invoked for each execute(). I see the use of properties in the existing nodes, but is there a way that I can use Python dictionaries instance variables instead? Thanks.


texts:
When I render in cycles i'm getting these weird artifacts. They look like surfaces that have been translated, scaled up, generally funked up.

This model is probably a mess under the surface. It looks like some of them correspond to cutters so I tried disabling cutters from view, but same effect.

It only shows up when rendering in cycles, nothing in ever. Any thought much appreciated. This is my second tutorial after The Donut so probably a lot of bad habits coming out.


texts: How can i update my changes in the UI scripts?

texts:
I want to change some menues in the 3D View, for example the Specials Menu. So I added some lines. If i have an error in my changes, Blender reports this in the system console. But when I press W, my changes don't appear.
Here is my changed Script:

(C:\Program Files\Blender Foundation\Blender\2.70\scripts\startup\bl_ui\space_view3d.py)

   ...  (line 1116)
class VIEW3D_MT_object_specials(Menu):
    bl_label = "Specials"
    @classmethod
    def poll(cls, context):
        # add more special types
        return context.object

    def draw(self, context):
        layout = self.layout

        scene = context.scene
        obj = context.object

        if obj.type == 'MESH':
           mesh = obj.data
           layout.operator_context = 'INVOKE_REGION_WIN'
           layout.operator("object.shade_smooth", text="Shade Smooth")
           layout.operator("object.shade_flat", text="Shade Flat")
           if scene.render.use_shading_nodes:
               try:
                   props = layout.prop(mesh.materials[0].node_tree.nodes["Emission"].inputs["Strength"],"default_value", text="Emission Strength")
               except:
                   pass
   ...

Also if I run Blender with Admin Rights on my Win7 Computer the Changes dont appear.
What is wrong?


texts: I am trying to replicate an effect that one of my friends made and he was able to detect the edges of an object using Eevee all using nodes no wireframe modifiers or anything but the only way I can get close to being able to do this is with cycles. Video here.


texts: Fire+Smoke Simulation is not Rendering Properly all of the Sudden

texts:
I have this little test explosion that I've rendered out in 2 different perspectives in 2.82a. All was fine until I updated the shader and re-rendered it with 2.83 and towards the end of the first run it started glitching out, I didn't notice it at first because I still had the other perspective to render. At that point it was out of control and just would refuse to render correctly, the smoke sim would dissapear, go super bright/super dim, scale up randomly etc. I've tried the latest experimental version (Hash: 9f7d84b656fb), went back to 2.82a, reinstalled blender, re-baking, copying to a new file, rendering in gpu and cpu but nothing is working.

At this rate I have no idea what it could be, I had blender 2.82a running on steam and it updated while I was using it so maybe that has something to do with it? That might've corrupted the file but I still reinstalled blender and re-baked everything so I really don't know what it could be. belp.

In case it's a hardware thing I've a 3900X, 1660ti and 1650.

This is an overview of the first pass I did: highlighted the frames that glitched out at the end.

The second pass:

My node setup. I did follow a tutorial to get this little node setup: https://youtu.be/29yfS-icS3M


texts: Blender 2.82a very slow compared with 2.79

texts:
I am coming back to use Blender after a bit of a break of a couple of years. I did a lot of work using version 2.7x. I am now trying to use version 2.82a.

My PC is running Linux Mint 19.3 I have 32GB RAM, 16 Core Ryzen Threadripper 1950X and 12GB GTX 1080Ti. I have the nvidia drivers installed and I am using CUDA.

What I find that for a modest sized model (approx 1M verts) version 2.79 is very responsive with zero lag. With 2.82a everything lags, not just zooming or moving the model but also menus and any selection can take seconds.This is in Solid viewport mode, so no textures or rendering.Render speeds are OK.

Are there any ideas as to how to fix this?

Thanks
Baz


texts: I don't know whether this metallic reflection is correct. It seems that the glasses reflection on the table gets incorrectly broadened out to a fixed distance, rather than a smooth falloff. Here the table is a Principled BSDF with 1.0 Metallic and 0.1 Roughness. The Cycles render has de-noising turned off, and 2048 samples. Are there any parameters I can tune to improve this reflection?


texts: Deformable metarig via driver. Is it possible?

texts:
So I modeled a dog that can grow from a newborn size to an adult size via a driver (see image). I would now like to rig it.
Is there a way to have the rig "follow" that growth, and work for the newborn, adult, and every size inbetween? Keep in mind that the adult weight map linked to the rig needs to be slightly different than the newborn weight map, as the proportions of the model varies when it grows.
My idea was to create two rigs, one for the newborn and one for the adult, and then control the level of influence that each rig has over the object through the same slider that controls the growth, as shown in this tutorial:
https://www.youtube.com/watch?v=hwvKcMVy-wQ
The problem here is that the skeleton doesn't follow the object when the latter's shape changes. So to solve that I thought of creating custom shapes for each bone, then shape keying them and linking them to the same driver so that they grow with the object, but now the problem is that even though the custom bones grow with the object, their origin stays at the same place, and I don't know of a method that allows to move an object's origin via a shape key/driver.
Is there a way this can be achieved at all?


texts: How can i slow down the Animation Speed of ALL Animations in a Project?

texts: Hey i made a Animation and everything is going way to fast, is there an option to slow down ALL Animations in a project and render it again but slower?


texts:
say, I want to make a both sided flat world - plane with things on both sides, having gravity pull them towards it.
Or a spherical world having its own gravitational pull.
Are any of these possible?


texts: Reflections showing wave pattern after adding plane

texts:
We actually it is quite hard to describe my problem with only using words.
1

My problem is this weird wavy contour. Without the plane underneath the can, the reflections look fine (like in the bottom part), but even when I use the standard Glossy BSDF on the can and a plane with Diffuse BSDF this problem occurs.
Using a higher roughness on the can doesn't change much except that the border between the black part and the correctly reflecting part becomes less prominent.
I am using two area lamps that are lighting every other object correctly.

In this I am using a HDR image for world lighting and a plane without any specific material and now the bottom part doesn't reflect like it should.

Also, the mesh isn't faulty or something in that particular place and if I look at the can from another angle the intersection moves.

I would like to know what I did wrong and I'd be glad for your help.


texts: How do I fix my models subsurf deformity?

texts:
I have no idea what is wrong with my model after beveling the edges and using the subsurf modifier (not applied). For some reason the subsurf creates an odd deformity. I've located the source to a certain face shown below, however I do not know how to fix it.

The model without subsurf:

The model with subsurf:

The model with subsurf when the face the causes the problem is deleted:


texts:
I can't seem to get the freestyle line priority in the material properties tab to work. The color is always the same as the base color set in the view layer properties.
Here is the intended way for it to work: https://freestyleintegration.wordpress.com/2014/07/07/line-color-priority/


texts:
As my understanding goes there are 3 ways to color a model:
-Download another software for that
-Download photoshop/gimp/paint and color the unwrapped version of your model
-Use the blender brushes
but I don't know what are the other softwares to download, I don't know how to color something that was unwrapped... any link for tutorials out ther? cause I can't find any.
I tried the blender brushes and they are very limited.


texts: Custom mouse-driven transform-style UI/input tool?

texts: Is there a way to trigger an interactive, mouse-driven input event— Like the built-in [G], [R], [S], [CTRL]+[R], etc. hotkeys— and get the user input in Python?


texts: Difference between pose and rest position

texts:
Pose and Rest position differ.

Updated with blend file below:

I understand that this could be due to the IK constraints I have. What I'm doing is rigging first then I'm going to apply the weight painting after. Is this offset difference going to cause problems. IE weird deformation of the mesh?

And is there a way to make the pose position like the rest even with the IK constraints?

Sorry if this is a noob question. Help is much appreciated.

blender file


texts: Only one child light source for parent objects created multiple times

texts:
I have a minimal knowledge of Blender because two classes in my course requires it. I'm making a game where a cannon shoots at targets. I've decided to make a night level (the day level is 100% working) and add point light sources to the targets and the ammo, which is a ball.

I created a point light source and added it as a child to the ball. Both are located on a different layer than the "shooter". When I fire a shot, the light follows the ball as expected. But when I fire several shots, there's only one point light source and it follows the last ball fired, jumping from ball to ball as I fire them.

I've searched a bit and I found out that that may be impossible, but I'm not sure, so that's why I'm asking if it can be done and how. I'm not in a hurry since this is not mandatory.

Using Blender 2.73a in GLSL mode (can't change that) in Windows 7 Ultimate.

Thanks in advance.


texts: Can't texture paint a specific texture; it appears as a mask over all other textures (2.79)

texts:
This is a very weird question, I'm aware :)
I have several meshes, each with its own material, each material with its own texture. This is for a game mod, so they're all simple diffuse textures. I used texture painting to mark the different parts of my texture on some objects. At some point, texture painting stopped working* on a particular object (let's call it object X).
*stopped working = I can paint the texture in the UV editor (Paint mode), but I can't paint the model in the 3D view.
After a bit of frustrated trial and error, I tried texture painting a different object, and... it turns out that on any other object the image of object X's texture appears as a "mask"! What I mean is that, if object Y has a green texture and I paint it with a large red "draw" brush, object Y's texture becomes red where object X's texture is not white, but remains untouched where X's texture is white.
I'm pretty new to texture painting, so I probably did something wrong without noticing. It looks like somehow X's texture has become a sort of "global" mask, but I can't find anything like that anywhere.
I also thought that it may be caused by X's texture having a non-completely-white alpha channel, but after filling it nothing changed. The mask effect seems to be based on the white pixels in that texture. Also, the issue was there also before I edited the image with GIMP, and back then it had no alpha channel.
How can I fix this issue?
EDIT
Here is a minimal file that shows the bug:

There are two objects, one of which cannot be painted (but its texture can be edited with the "mask" tool), the other one can be painted but the texture of the first object is applied as a mask.
I also noticed that, if I paint on the second object with the "mask" tool, then the first object's texture is modified.


texts: There is already an answer to the question whether it is possible to create your own editor type, but my question is more SPECIFIC and also the answer to this question is very OLD. I want to find out how to create editor type as a compositor. For example, there is addons like "Animation Nodes" or "Socar" and they add their editor type like compositor to Blender.


texts: Disable saving render result to file system?

texts:
Is there a way to prevent Blender from writing a file to the file system when rendering?
A weird question, I know, so let me give some background:
I'm using a plugin that hooks into the Freestyle renderer, and exports the generated Freestyle lines to third-party hardware (a laser projector). As soon as a scene is rendered, it is sent over network. Freestyle rendering can be a bit slow, and to make the process a bit closer to real time, I'm trying to find ways to optimise it. I've just realised that when an animation is rendered, Blender will also write all rendered images to disc, which is unnecessary for this application and just extra overhead. I can't find an option or workaround to disable saving the rendered images.


texts:
I have a blue Suzanne. On that it should emit red balls. And on each red ball it should emit green box.

I have tried with Is it possible to recursively instance object particles?

But it does not really answer the question nor work and also does not work on animated objects. Or I am wrong in sequence.

No green boxes available in result:

Download current file: https://onedrive.live.com/redir?resid=AD9FE0A4134005AA!2480433&authkey=!ALz-h9Vlfrbekfs&ithint=file%2cblend


texts: Updated my drivers on my RX5700XT and now blender 1.83 crashes every time I render with cycles

texts: So some of my games I was playing were messing up and it started to get annoying. So I updated my drivers on my GPU to 20.8.3 but now that I have those, blender refuses to render in cycles, it just crashes. I know I can just go back to the old drivers to make blender work again but then I would be on drivers that don't work in some of the games I play on my PC since I use it for both. I would rather not have to keep changing the drivers every time I need to render something in blender then changing them back. Is there another way to stop blender from crashing? These are the oldest AMD drivers that won't cause problems elsewhere.


texts: Can screen layouts or workspaces be locked?

texts:
Is there a way to lock screen layouts so that when you change them while working, such as by switching editors around or resizing them, those changes don't affect the original state of the active layout?

I like Blender's versatility in allowing me to organize my workspace any way I want. I'm often doing this on the fly, but sometimes things get weird and I just want to go home. (sniffle). Only I find out that my original home (layout) doesn't exist in this scene anymore, because I've fouled it up beyond all recognition.

The only way I've found to combat this is to immediately create a new "junk" layout when I open a new scene and keep creating new "junk" layouts any time I switch to one of my default layouts. It kind of works if I remember to do it, but I usually don't, and it kind of defeats the purpose of having layouts. Any solutions or workarounds or possible scripting ideas would be much appreciated. Thanks.


texts: This might seem confusing, but I have an issue relating with my FPS affecting my logic bricks. When I play on wireframe, everything works smoothly as I am capped at 60 fps with no lag. When I play in textured, I am stuck around 20 fps and some logic simply doesn't work. I know I'll receive replies asking for whats going on with my logic and what is my logic anyways. It is not one thing, it is rather many. Any object that has logic could potentially work incorrectly or malfunction. It doesn't seem that there is any way around this. How can I fix this issue? Any suggestion will be greatly appreciated, thanks!


texts:
I would like to model a lavender flower:

However, I don't know how to apply the blossoms properly. I guess they need to have a different rotation, need to look like they grew naturally (so in this kinda ring-like constellation) and those little leaves under the blossoms are also confusing me.

Any help?


texts:
I have taught myself a few basic things in Blender using Youtube video tutorials but still am "all thumbs" when trying to work out how to create an object (for MSFS2020) consisting of a dock used by float planes.

I have created a motor vehicle tyre-like object but not added a material using the TORUS mesh object (very easy).
I have downloaded and imported some 3D objects to try to work out how it is done but still I am scratching my head.

It would be great if I could watch a video tutorial which someone can point me to which shows how to create a similar looking model (doesn't have to be a dock but similar in shape to a dock) or give me some easily understood ideas.
I have included part of an image showing the type of object I would like to create in Render.
An example would be to create a 'cube' which like a regular plank of wood. I see that I can drag the vertices of a cube to represent a plant of wood but how do you ensure all sides are parallel to each other ie that the plank is as think one end as the other. I am thinking for this object all that is required is a number of 'planks of timber' placed in correct places or joined together.
Thanks
[added later]
I just found a youtube video tutorial how to make a wood plank but still nee to know how to create to a particular dimension eg 3.6 metres long, 200mm wide, 50mm think. Also I will have to create a number of different 'plank's and then duplicate some and attach all the parts into the dock. Youtube video


texts: How do I force the netrender to render everything on GPU?

texts:
I have a server with an Nvidia GPU card and I want to render my images using Cycles on it. I set up Master and Slave instances on the server and a Client instance on my laptop.

The rendering works, but the server renders the net tasks on CPU, instead of GPU.

If I just run Cycles render locally on the server - GPU works.
If I run a client on the server itself and before switching to the netrender choose "GPU Compute" in the render properties - GPU works.

But I cannot select "GPU Compute" on my laptop, because there is no Nvidia GPU card on it.

How do I force the netrender to use GPU instead? Also, is it possible to use different tile sizes for the local render and the netrender, as switching them from preview to final render is too tedious every time.


texts: Texturing problem distorted and messed up

texts: I'm having a little trouble with texturing this blasted coffee cup- When I place the texture onto it it comes out warbled and distorted.


texts:
I am a very new Blender user.  I have made an object that I would like to bend, but I would like the child objects on both ends to be unaffected by the deform.  I have tried using a simple deform and also adding bones, but in either case, the end objects seem to always deformed and I don't want them to be.  I just want them to remain attached to the middle object as it deforms.  Can anyone give me a hint at how I accomplish this?

[


texts: How to bake AO + Diffuse into one map in cycles?

texts:
I have AO Map baked and a diffuse map. I combined together in cycles node editor and changed AO intensity through colorRamp.

Now I'd like to save these node settings and bake it into one. I've tried different things but I think I missed something.

What is the right wey?


texts: How to make a tetrahedron solid and grid?

texts:
I'm working on a build-up animation. See images. All the balls and cylinders have to follow a global equilateral triangle grid. But I don't have this grid and the result is not precise, it doesn't fit. My best solution would be to make a perfect equilateral triangle solid (4 equal faces - 3 verts each). But I can't find such a primitive in Blender, even in the extra objects add-on. Can someone help me out, how to build this solid, so I can replicate it further and make myself a 3D grid from it? Or maybe there is a clever way to make a grid like this directly, something I can snap to?

Ok. I got a "perfect" tetrahedron thanks to Grimm. But it is not perfect. I began making a grid, see 3rd image. But it is inaccurate. It doesn't fit. I need a perfect grid. Somebody knows how to achieve a perfect tetrahedron grid? Maybe there is a script somewhere that does it? All ideas welcome.


texts:
I am trying to export a 3dsmax model to Blender and the position/orientation of some objects is completely wrong as per this screenshot.

The exported fbx looks all right in any fbx viewer I tried and I played around with the fbx import options (apply transform, use pre/post rotation) but always the same result.

It seems like only the items that were created with some sort of symmetry are affected (not the original author of the model so it's only a guess) anybody have a tip/hint as to where this is coming from?

I'm using Blender 2.78a and FBX 2014/2015 binary, not that it matters, since I tried all the other formats for the export and it's still doing the same thing.

Thanks a million in advance I ran out of hair to pull on this one.


texts: The single bones of my armature aren't connected

texts: I have a rigged model and want to pose it. The problem is when I move the armature only the bone I've selected moves while all the others stay locked in the same place. This causes the bone I'm moving to get detached from the rest of the armature. How do I fix this?


texts: Skinify Rig Options Not Visible in Pose Mode Blender 2.8

texts: After enabling the rigify and skinify add-ons, the skinify options are not visible on the right side panel.Obviously, unable to add mesh to the armature.


texts:
I want to make a chain with an increasing thickness or a increasing size.

Increasing thickness would be better, but a changing size is also okay because it effects also the thickness.

What I have so far is a closed curve with an array which follows a helix spline.

The helix spline is needed because I want to print a rather long chain (800mm).


texts: How to make just one color of my texture bright (like as metallic)?

texts:
I am modeling an object that has a label. The label I applied as a texture (a single image), and made an unwrap normally, as follows the render below.

However, I need the yellow part of this texture to have a shine (as metallic), just like the real product (as follows the photos on links below).

http://queensberry.ind.br/wp-content/uploads/2019/12/gourmet-pimenta-suave-_prancheta-1.jpg .
http://queensberry.ind.br/wp-content/uploads/2019/12/gourmet-menta-com-hortela_prancheta-1.jpg .
http://queensberry.ind.br/wp-content/uploads/2019/12/gourmet-pimenta-vermelha_prancheta-1.jpg

How can I make only the yellow parts of my texture (label) emit this glow effect? I am modeling and texturing using Blender 2.81.

Can someone help me with this task please?

I am using only one image to texture the label. Do I need a second image with only the yellow parts to do this?

Thanks in advance!!!


texts:
So here's my render:

and here's my compositor node tree:

The green spheres are on a separate layer from the rest of the ship, so I can apply glow and blur effects to them, without affecting the rest of the ship. Why aren't the green spheres covering the holes in the ship mesh?


texts: Low level alternative to bpy.ops.mesh.uv_texture_add()? Blender 2.8

texts:
I was looking through the blender 2.8 bees but I can't find anything, I've seen on some forums using the bmesh module, but I'm not sure it's the right way.

I could use the operator but I already know that on large scenes inserting the ops in a "for" loop would become very slow.

bpy.ops.mesh.uv_texture_add()


texts: 2 Objects have the same Particle system setup

texts: So I made an object and realized that I majorly screwed up. So I manually selected vertices (sorry if I spelt that wrong) and seperated that, making a new object. Anyways, whenever I edit the particles of the 2nd object, it also changes the first one's particle system. If there is any way to make them different, please tell me. Thanks for reading! :D


texts: How to output 3 objects as 3 seperate nodes in a g3dj file

texts:
I have three obj files: a ship, a turret and a gun.
I want to import these back into Blender and output such that the g3DJ file contains three seperate "nodes" (as achieved by Xoppa of libgdx fame - probably using Maya).
All I get is one node with "children" having 3 "parts".
How do I achieve seperate "node" output?


texts: How do I use the node editor for material?

texts: I was using the node editor in an earlier project and I found it fairly easy to follow, so I opened up a new one to experiment. I added a plane, created a material and went to node editor, where I was completely dumbfounded. The nodes I expected to see with the diffuse and output weren't there, and the material changed to black. Not only that, but I couldn't even add any shader node!


texts:
I'm interested in recreating Reaper's smoke transformations from the Overwatch Shorts. In the video below, they showcase how they achieved this. I'd like to know if it is achievable in Blender:

BlizzCon 2016 Overwatch Animated Short | Reaper's Smoke Animation


texts:
I understand blender 2.8 is still under development. But i was wondering why the toggle visibility seems to be buggy. Even tried giving keyframe to toggle visibility, doesn't seem to work.

Is this expected for this version of blender or is there any other way to make an object disappear or animate it through keyframes?


texts:
I wanted to do some light id pass, so I can control the light in a post.
is there any way to achieve that?


texts:
I built a scene to test light portals.

I use a very bright HDRi to light the scene.
And used a closed cube with a very tiny hole, for the light to shine through.

The brighter the light, and the tinier the hole, the more noise you get.
Material is a basic white diffuse node.

In this test-scene an activated light-portal produces MORE Noise at the same sample-count (1000 samples)

What is happening ?

I thought Light-portals ALWAYS reduce the noise at the same sample count?


texts:
Hi! So today I've been working on a hair mesh that is part of my personal project to my character that I've made. When I was checking on it's normal maps, I've noticed that some part of the NM have been darkened or even flipped and it all had to do with the normal maps I've created in Zbrush. For when I've looked into the hair with the highest subdivion and some points/vertices of it were raised on the other side, thus causing an unsymmetrical mesh. So what I've attemted to do was to smooth out those wrong incorporated vertices and tried to symmetrize them by using "Smart Resymmetrize" button. The Hair was perfectly symmetrized, I've created new normal maps with perfect symmetry and imported them to Blender. And here's where the problems kicks in:

When I've inserted the new normal maps for the hair, It gives of this weird and unbalanced shadow on one side, while the other was brighter. And I've mure that the point light was facing towards the frontal part of the hair (which is where the human face is located). I couldn't for the life of me figure out what's causing this problem. So If there's anyone who knows this, let me know. And here's the fixed normal maps:

I know some of you will be confused by this of what I'm talking about, because I've been working on the mesh and writing this post almost at 12 pm. So i was kinda tired. But hopefully some of you will understand this to what I'm saying.


texts:
Is there any setting to make a 2D object? Or at least an object that can only be seen from 2 angles.
I tried making an object very skinny, but it did not work.


texts: How to bake ambient occlusion into vertex colors?

texts:
This is frustrating for me. The UV-textures to vertex cols add-on doesn't seem to work despite the specific instructions. Any other tutorials I can find are either very old or very poor.

I'd like to know how to do this in Blender 2.79. I need vertex colors in my ambient occlusion for use in Shader Forge.


texts: What Value is Filmic Using to calculate Maximum Scene sRGB Intensities?

texts:
What Value is the Filmic color-space Using to calculate Maximum Scene sRGB Intensities?

Another set of questions follow:

How is this value retrieved from Blender's 3D scene?
Is this a global calculation, or is it based on camera rays received?


texts: When I join objects they are getting all same material as target object

texts: When I join objects they are getting all same material as the target object. That's why I don't like. I need them to have different materials. How do I prevent this ?


texts: How to strengthen the Tension of part of clothing

texts:
I will cover the fabric on a curved frame. However, problems arise where the tension of the fabric is not sufficiently implemented, such as:

To be exact, I want the fabric not to lean inside the frame and the fabric would stretch out.(like a sky-blue marked)

To implement what I want, I have to partially strengthen the sewing tension of the fabric. However, although I tried many ways, including overlapping edges to a verties, was not able to strengthen tension in part.

Q. Tell me how to strengthen the tension of the clothing in part.


texts: Export Wavefront .mtl file -- Where is the reflectance coefficient?

texts:
It seems that when exporting a model, the output .mtl file does not include reflectance coefficient, which in blender is set using under "Mirror" in "Material".

The .mtl file is as follow:

# Blender MTL File: 'None'
# Material Count: 1

newmtl Material
Ns 96.078431
Ka 0.000000 0.000000 0.000000
Kd 0.640000 0.640000 0.640000
Ks 0.500000 0.500000 0.500000
Ni 1.000000
d 1.000000
illum 2

Is there a way to include reflectance in this file?

Thanks in advance!


texts:
Glossy in camera tracking

I am having some fun with camera-tracking in Blender.
That is my result so far: https://www.youtube.com/watch?v=L8-GudfIzi0

My question is: how can I make this table reflect the ship?

Nodes are standard Blender's setup for motion tracking.
There is a plane on Backround layer, receiveing the shadow. I tried adding glossy shader to the plane. But then plane is reflecting surroundings (light and skybox) which is breaking the effect.

Good solution for me would be if plane could reflect only the ship, and be transparent to all the other, but I don't know how to approach this.

Do you know any trick that could help me out?


texts: How would I make a shockwave for an intro like this one at 0:04


texts: world_to_camera_view - returns same result if cube is rotated, not if camera is rotated

texts:
I'm expermenting with world_to_camera_view

bpy_extras.object_utils.world_to_camera_view(scene, camera, co)

Lets say I create a new blender file. I enter every point of a cube into this function and then paint the results.

Now I do the same thing again, but this time I rotate the cube.

I expect to get different sets of points, but I get the same points.

Now lets say I add a second cube at a different position. I expect again to get a different set of points. But again I get the same points (two sets of cubes on top of each other).

If I move the camera.. then I do get different points.

So my questions are: how can I use this to see two meshes? and why do I not see changes after a cube is moved, can I turn that on somehow?


texts: How Can I Merge a Separate Edge Loop into a Face?

texts: I have an edge loop that is part of the same object as the box shown below. I would like to merge it into the face that it is on top of to make the geometry all one.


texts:
Semi-transparent materials are looking fine under viewport render, but are invisible under normal render.

Here are my material nodes:

Here is a difference between viewport render and normal render:


texts: Problem with disappearing shadow in Eevee

texts: I have a problem with disappearing shadow in Eevee. When object (head) is moving the shadow behind it is disappearing like on the picture. I thought it's about the bloom but it's not. Any suggestions?


texts: Why can't I see keyframes in the timeline?

texts: I was doing some animation, when I didn't know how to animate using edit mode. Someone showed me a tutorial on YouTube by using hooks. It managed to work, but then I began to realise that the keyframes were not showing AT ALL in the timeline , despite clicking on the selected object with the auto-keying. Have I done something wrong?


texts:
I have a mesh that needs to be split up for game design purposes (so that parts of the model can be swapped out with clothing slots) - but, naturally, splitting the mesh causes seams around the edges of each body part where the vertex normals don't align.

I know it's possible to bake this into a normal map, but the results I'm getting when I try that seem imperfect (it seems the game engine is interpreting the normal map slightly differently to Blender - marginally different Phong interpolation, normal map interpretations, or perhaps I'm just not very good at merging this into the existing normal maps for the base model).

I'm wondering if (and if so, how) I could instead copy across the vertex normals from a merged master mesh (or get the normals to retain their orientation when split) in order to fix this at the mesh level, with the matching vertices on the seams on both parts sharing the same normal.


texts: What's the easiest way to rotate around an edge that is not parallel to a primary axis?

texts:
First, the screenshots:

Given the highlighted edge in the left excerpt of the screenshot collage above, is there a quicker way to be able to rotate the cube around that edge than rotating the whole cube so that the active edge is parallel to one of the primary axes, making the rotation, and then rotating the cube back to its original position?

How about if the cube is chosen, but instead forming the diagonal of one of the faces, one selects the first vertex, and for the other end of the new edge, selects the vertex opposite of the first, along the diagonal of the cube. The new edge referred to is the active edge in the right half of the screenshot excerpt above. Again, is there a faster or more efficient way to rotate around the diagonal, than rotating the cube so the diagonal aligns with one of the primary axes, making the rotation, and then rotating the cube back to its original position?

In both cases, I want to rotate the cube around and perpendicular to the highlighted edge, as in the results screenshots below.


texts: How would I setup a model for use with SSR in another game engine?

texts:
I'm attempting to use Panda3D with an extension for PBR. However, upon exporting my model, the default Blender enviroment map is put in somewhere, this causes it to reflect off of the grassy plains that Blender shows by default. I am attempting to change this.
My main question here is: How do I export without using a baked in enviroment map?
The research I've done indicates that somewhere Blender is baking in the enviroment map as (rather then an issue with my code):

Models with some sort of SSR option on (I have no clue what it is) work as normal.
My models (I tried with a simple metalic cube) don't work, reflecting off of the afformentioned world.

Googling the issue turned up nothing. Can anyone help? Thanks.


texts:
This is a possible duplicate of my previous question, but the answers didn't help, so question remains the same.
How do I write a code that starts playing animation, and stops playing it in 30 sec? I'm working in blender 2.79 and 2.80.
Please give me an example of working code, that's really important for me now.


texts: After Retopology, should I apply the modifiers to have a good "Normal Map Bake"?

texts:
I'm new to the baking of a Normal Map from a High Poly (Sculpt) for a Low Poly (Retopology), so I might have some questions.

From the Image above, as you can see, it's fully retopologized (WITHOUT having the modifiers Mirror, Subdivision and Shrinkwrap applied), BUT you also can see that my retopology is out of the model, the faces of the retopology aren't stink to the Sculpt object.

NOTE: the Red Color isn't the Sculpt object, it's the retopology object covering the Sculpt object that is a Silver Color, which you can't see in the image, since it's already covered.

So my question is, if I do a Normal Map Bake between the High and Low models, does it affect the quality of the image after the bake even if I have such retopology?

2.- What would you recommend me? Should I better apply the modifiers and do the bake or do the first one (If it works)? If I apply the modifiers, my only option to UV wrap is doing the AI Unwrap (Smart Unwrap),since there would be a lot of a vertices.

Thanks for the answer.


texts: Blender and external files not working, giving error in numpy

texts:
I keep running into an issue with Blender, and files I create outside of blender that I then import into my blender file as a library. This seems like an issue with numpy, although i'm not 100 percent certain on this.

As of right now, I am using Blender v 2.79 (which uses python 3.5) and on my machine (mac sierra) the default is python 3.6. Numpy version is 1.15. Something that might be valuable to know is I tried uninstalling numpy and reinstalling the newest version into the blender files rather than the version that came with it. That seemed to do nothing for this error

Whenever I run any file that imports any library that uses numpy (which I have found is used in just about every library) I get various issues.

Right now I am getting this error

which looks like the same issue faced here

https://github.com/numpy/numpy/issues/9047

Traceback (most recent call last):
  File "/Applications/Blender/blender.app/Contents/Resources/2.79/python/lib/python3.5/site-packages/numpy/core/__init__.py", line 16, in <module>
    from . import multiarray
ImportError: cannot import name 'multiarray'

During handling of the above exception, another exception occurred:

Traceback (most recent call last):
  File "/Users/Samuel/Documents/CGS/cgs-oop/oop-blender-demo.blend/model.py.006", line 10, in <module>
  File "/Applications/Blender/blender.app/Contents/Resources/2.79/python/lib/python3.5/site-packages/numpy/__init__.py", line 142, in <module>
    from . import add_newdocs
  File "/Applications/Blender/blender.app/Contents/Resources/2.79/python/lib/python3.5/site-packages/numpy/add_newdocs.py", line 13, in <module>
    from numpy.lib import add_newdoc
  File "/Applications/Blender/blender.app/Contents/Resources/2.79/python/lib/python3.5/site-packages/numpy/lib/__init__.py", line 8, in <module>
    from .type_check import *
  File "/Applications/Blender/blender.app/Contents/Resources/2.79/python/lib/python3.5/site-packages/numpy/lib/type_check.py", line 11, in <module>
    import numpy.core.numeric as _nx
  File "/Applications/Blender/blender.app/Contents/Resources/2.79/python/lib/python3.5/site-packages/numpy/core/__init__.py", line 26, in <module>
    raise ImportError(msg)
ImportError:
Importing the multiarray numpy extension module failed.  Most
likely you are trying to import a failed build of numpy.
If you're working with a numpy git repo, try `git clean -xdf` (removes all
files not under version control).  Otherwise reinstall numpy.

Original error was: cannot import name 'multiarray'

Any ideas on how to debug this or how I can hone down the issue would be greatly appreciated.

EDIT:

I have gotten around this issue in the past by calling the other programs with Popen(), obviously this is not ideal for run time, reusability and modularity. For whatever reason if I use Popen() I do not run into this issue.


texts: Fading and animating objects without materials

texts:
I have a scene where I have a lot of particles (> 5000) which are essentially spheres, that I would like to animate in a particular fashion. Basically, the thousands of particles can be categorized into a few types, with each type having its own material.

I am working on animating the behavior of a "periodic" box where, as particles cross a plane, they appear out the other side. Similar to a game of snake where the snake goes through one wall and appears out the other. However, I have come across the following limitation(s):

When I keyframe the animation, unless the frames are literally 1 apart, the particles will travel backwards then start moving forwards again. If the frames are 1 apart, the particle will disappear and reappear at the back. This is undesirable as I would like to have a smooth animation.

As a solution to this, I thought of fading out the object, move it, then fade it back in at the start. However this brings up another issue:

I am using cycles. Short of having 5000+ materials, one for each objects, I don't know how to control the opacity/transparency of an object independently. Also, if I have that many materials, I lose the ability to change the attributes (color/texture/etc...) of an entire group collectively.

If anyone has any thoughts on how to deal with this issue, whether in terms of fading out an object independently of its material, or any neat approaches to what I am trying to do, it would be greatly appreciated. Just for sake of completeness, I am writing a blender python module to do this, since all the position data for the particles are in a file generated by a simulation, and this is the remaining issue I have.

Thanks!


texts:
I am looking to use fSpy to start modeling from an image. As I am a furniture designer, I will use the scene to render my designer within a real environment...whith real dimensions.

I tried to import an image using fSpy and it works perfectly. The only issue is the image is way to large comparing to reality. I used the mesure tool embedded in Blender 2.8 to mesure a door, which is almost 2 times to high. So I need to scale the image down by 2.

The problem is, when I scale it to 0.5, the image changes...so the perspective. And obvisouly, Blender doesn't. The result is a shift between the image and the perspective I have.

So the question is simple: How shall I proceed to have a background image that fits real dimensions ?

Thanks


texts: I thought it was pretty straight forward  to do this just by mixing shader until I saw this https://devtalk.blender.org/t/diffuse-translucency-way-too-difficult-to-set-up-in-cycles/807   .So I group these nodes and achieve good result.However,I still need other nodes in Principle BSDF such as specular ,normal to achieve other results.I wonder if I can add these nodes to my node group without causing other problems.


texts: Possible bug? Sculpt Mode -> Simplify Brush is affecting far side of mesh

texts:
I am using the simplify brush with dynamic topology turned on, so that I can manually remesh my object, which is a head.

Everything works until I get to the ear, and try to reduce triangle density on the back of the ear (while leaving the front unchanged).

The problem I'm getting is that sometimes the brush punches through and starts operating on the far face. Even though I've checked "front faces only".

You can in the picture; I've been editing the back of the ear, and I've just turned it round to inspect the damage.

I'm guessing this is because the ear is thin?

Anyway, is there any way to prevent this?


texts: Automatically inherit an imported video's encoding

texts:
I use the Visual Sequence Editor to compile highlights from my aerial drone. After editing the source(s), I want the exported video to have the same dimensions, fps, encoding, and quality as the original(s).  I manually set these at the moment, then save them in a preset for future use.  However sometimes I forget what camera I have used that day and load the wrong preset, this isn't a big problem but it is a waste of time to render the sequence again.

Is there a way to automatically set the output parameters to mimic the source video in Blender?


texts: Why is the HDRI reflection different and how do I control it?

texts:
My objects have the same scale, but a different reflection area.
Even though the mesh is of similar size, the reflected area is different, so the result is different. I want to adjust the area reflected on the objects so that it is the same for all objects.
How can i control the environment reflections?


texts: Can you use layered or node-based textures for use outside BI materials?

texts:
I have to confess to being bewildered by Blender's internal texture system, so I may be missing something obvious.

I've just about grasped how the texture stack, and texture nodes work, when associated with a Blender Internal material, but how would you build more complex interactions of procedural textures for use as an influence on particles, or set the heights in a Displacement Modifier? The only option offered seems to be for a single texture?

What will happen to the texture system in 2.8+, when the Blender Internal renderer is culled?


texts:
Is it possible to bake object and animation to datasmith somehow (or other animation related file?
I have subdivided Plane with point distribute node and empty is controlling scale of objects distributed on this plane. I animated empty, but can't bake animation of those distributed objects


texts: Reuse the value of an animated shape-key-value for the animation of a emission strength value of a material

texts:
There is an mesh with an animated shape key.
How can I access/reuse the value of this shape key in a driver for a emission material?
(How to add a driver to a shader value is known...the way to access the value
of the shape key is the problem for me here.)


texts: Image is appearing flat in render but fine in camera view

texts:
The first picture is how my object is appearing after render.
And the bottom picture is how it should appear.


texts: Creating smoke domain manually instead of using quick smoke makes domain visible

texts:
When I use quick smoke to create a smoke simulation everything works fine,

but when I create a box and make it a domain, the smoke simulation is not visible in the render due to visible domain?

What's causing this?


texts: How do I light up a dark scene correctly in Cycles?

texts: How can I light up a dark scene correctly in Cycles, so it looks as in a dark room with only one light (as a lamp, for example)


texts: How Can I modify drivers properties via python in blender?

texts: how can I modify properties, for example adding variables, changing their type and targets in a driver on an object all via python, so that I can loop that on multiple objects?


texts: Is is possible to input the amount of zoom manually in Blender, instead of using the Mouse Scroll or Ctrl + Mouse Scroll, as that does not seem measurable?


texts: How to cover a surface with cells (Biological tissue)

texts:
I am looking for an efficient way to cover a mesh with cells (spheres) to obtain results similar to the image below (i.e. a realistic biological tissue).

It's a problem I have struggled so much and I have tried many things but I am probably missing something. The closest I have ever got to it was by sourrounding the mesh with a particle emitter (the wireframe sphere in the image below) and having the cells fall from it and stick to the mesh, like here:

The problem with this setup is that I have little control on where the cells land, and it seems I need to generate so many more than required because many overlap. Moreover, when I try with more complex shapes, cells have a hard time reaching all points and leave empty gaps:

I have also tried with the tesselate function of the tissue addon, but it leads the pattern that is generated is too "regular" (EDIT: added picture for clarity), I would need cells to be all offset to each other, and possibly adapt to each other's shape at contact points, like in the example image above.

Do you have any solutions I could try?
Thank you very much in advance!


texts: What would be the most logical way to reduce polycount of grass

texts: I have here a desk plant I modeled, and I made the hair particles a mesh. The polycount is 39K, its quite high if I wanted to import it into a game... I tried using decimate modifier but it said the object had to have 3 or more faces to be decimated. Please help! Is there another way to do this? how do i reduce the polycount of the grass?


texts: IK Bone locks even when Rotation Constraint set to 360d

texts:
The thigh bone of the character has to be rotated in the forward direction , beyond the extent shown below.
There are no limit constraints on the bones.
But it locks even when the IK rotation constraint is set to 360d.
How to resolve this?


texts: Is there an Inflate/Deflate Mesh option in Blender?

texts: I want to know if there is a tool that I can use to inflate a mesh like a balloon or a cube or anything else. And the same question, just for deflate, so a cube goes in on itself (collapses).


texts: Unfamiliar edge is coming out of my model. How can I fix it?

texts:
How do I fix this part of my model where the edge seems like it's coming out of my model? It can also appear in the rendering. I tried tweaking the vertex, it disappears only if I move the vertex in a noticeable amount.
Any help is highly appreciated.


texts: How to export hair as object and not getting huge file

texts:
Im new in Blender, and i made hair and export it as mesh,  myhair.obj file. But the file is enormous big. First it was 600Mb khmm.. Then i added decimate node and maximum (minimum) with that optimisation my file is still around 30 Mb big, and when is imported to Character creator 3 program become very slow, unresponding and myhair.obj file is importing long time, few minutes.
Mesh has 176,120 vertices, Faces 261,590,Tris 344,470. Hair becomes big after making mesh from particles. And also lose some fine details after "optimisation" and they are still to big, obviously.
If enyone can help, please tell me what have i missed in the first time.


texts: how to interpret the camera world matrix?

texts:
If I check the world-matrix of a camera, that views the default cube from the negative world y-axis location:(0, -6, 0) I see

[1, 0,  0,  0]
|0, 0, -1, -6|
|0, 1,  0,  0|
[0, 0,  0,  1]

Can someone help me interpret the matrix? I understand the translation part, but which axes define the projection plane? I'm viewing in the world y-axis direction so the camera z-axis points there, but I expected camera z-axis to be the world -y-axis and camera x-axis to stay aligned with the world x-axis (true) and the camera y-axis to be aligned with the world z-axis.

In short, with blender, cameras we are viewing in the camera z-axis and we need to negate the camera y-axis to obtain the proper projection plane axes (we leave the camera x-axis alone)? I guess the camera arrow defines the camera "up" direction?


texts: Particle system doesn’t align hair object to assigned vertex group

texts:
Hair is giving me grey hair! I’ve been trying this and failed on several models in the past, so here’s the latest headache I’m encountering…

The selected vertex group for the top eyelashes is above the eye’s opening (seen here in orange)...

and the vertex group is assigned in the hair particle system…

…and I’ve subdivided the area before creating the vertex group, I also applied rotation, scale and location to both the eyelash (on the second layer) and the mesh with the eyelids.

And yet here we are, looking at the Frankenstein monster’s eyelids :)

I’m not sure what I’m missing, and I always get stuck at this point with particle hair systems. Every answer or help I’ve found online retraces all the steps I took for better results.


texts: FIXED: Glossy Shader in cycles Render rendering with White particles

texts:
For my project i made a model of a room inside of Google Sketchup (2014), which was then imported as a .dae file,
i added a plane to use as the mirror (because sketchup cannot raytrace (make mirror surfaces)).

I used www.chocofur.com/6-shadersamptextures.html for the nodes (specifically the 100% reflectivity one found there)

yet when it renders there are white particles left-over (which are not there without the "mirror")

EDIT: So i found a way to greatly reduce the fireflies, i did this by mixing two scenes, the end result now looks like this


texts:
2]2I'm making an animation by editing a previous created one.
I'm using version 2.73 on an old Dell laptop with Vista OS and the render engine is Blender Render.

There is a single light source (sun) above the 4 objects in the scene.  3 were newly created, one is from the older animation.  All objects are being rendered (Blender Render) as textures. The lighting appears correct (light on top, shaded below) except the old object which appears reversed (dark on top, light on bottom).  The camera view has been changed in the new animation.

It's the torpedo that appears lit from below instead of above.

If I open the blender file I started editing into the new one, then import an underwater mine I created in the second version, without changing the camera view or lighting, the problem is reversed. There the torpedo is lit correctly but the mine is backwards

.

I think I've narrowed the issue down to being related to using textures in the rendering.  The problem doesn't exist with view port shading set to materials. As you can see from this picture:

Unfortunately I need to render as textures for later objects appearing in the animation.  Hope this helps point to the possible problem.

Is there a legacy aspect of the old object (shading correct previously) overriding the new camera positioning, or as a relatively new user, am I overlooking something simple I don't know about? Open to any suggestions that point me in the right direction, but I currently can't include the file for inspection, sorry.  Much appreciation.

[![Fixed Object]
Followup:  I continue to have major system errors (runtime, display driver, etc. frequent crashes) computer/application wide.  Wanted to send a view (see pic 4) of the newly created mine object among the older version to illustrate that whatever the problem was, it was surely operator error on my part.  The new object renders correctly.


texts: Don't know what goes wrong when I try to bake a normal map

texts:
Hey guys im trying to make a mew low poly mesh and get the detail from the high poly one onto the low poly one.
However whenever I try to bake the normal map it comes out weird like that on the corner.

Also heres the material on the high poly mesh if it helps
Is there a problem with the meshes, or how I go about baking? If there's something else im doing wrong please tell me.


texts: I have a body/character that I've attached some clothes to. I've rigged and weight painted the clothes and it seems to work in some places other not so well. So I tried to fix it with no luck. I've re-rigged and weight painted it again but I still have some problems with some of the mesh penetrating another one. So what do I do to prevent this? Please help!


texts: How do I model this shape of a lipstick?

texts: I've made lipsticks before but not from this angle. I've looked at some tutorials on youtube but none seem to have this shape.


texts: Issue with faces after merged loops and move operation

texts: I forgot to turn off auto merge and therefore few edges of the two loops (transparent faces on the screenshot) merged into one. I dissolved the loop and added a new one. The grid was restored. But after i initiate move operation the faces are still not moving properly. Tried deleting vertices, edges, faces, still not working. Tried merging vertices by distance. Not a flip normals issue. What can i possibly do to fix it?


texts: Python variable is not persistent/ changes from unrelated bpy.ops line

texts:
I want to store the rotation of an object to be able to change it back after some operations. From my little coding experience "rot" should stay persistent and not be changed in the next line by "bpy.ops.object.transform_apply". Am I missing something?

import bpy

obj = bpy.context.object

rot = obj.rotation_euler
print("store object rotation", rot)
#evaluates correct

bpy.ops.object.transform_apply(location=False, rotation=True, scale=False)
print("rot after rotation-apply", rot)
#problem: rot has changed to (0, 0, 0)

#other operations

#problem: rotation cant be set back.
obj.rotation_euler = (rot)
print("gameobject_final_rotation: ",  obj.rotation_euler)


texts: Subdividing cubes at different intervals

texts:
I'm trying to subdivide a cube at different intervals depending on the length, for example, if I make a 1x1x2 cube and subdivide it, it becomes 8 sections vertically (which is what I want) but also 8 horizontally (bad) I would like it to be 8 vertically and 4 horizontally. Now I can get around this by taking a 1x1x1 cube and subdividing it to have 4x4 segments, and copy pasting another one above to get the desired result, but I'm wondering if there is a better way to do it so I don't have to copy and past each correct block? So I could take a 1x1x2 block and say divide it by 8 on the z axis but only 4 on the x and y? Thank you for your help

The incorrect amount of subdivisions, requires much more clicking to do what I want, but doesn't require copy pasting

The correct amount of subdivisions, but requires copy pasting and seems inefficient


texts: For some of my properties, the numbers would sometimes read something like 0.1231231230938..., which basically is absurd. Is there a way to duplicate this property and have it only read x numbers after the decimal? Thanks!


texts: How can I rotate multiple objects in their LOCAL axis?

texts:
Hello blender friends.

I would like to rotate multiple objects by random, but in their LOCAl axis. NOT global.
I already know the random transform function for objects, but it's working always for the global axis only.

Bit I would like to rotate random around the local z axis e.g.

In Softimage XSI in 2005 it was possible to type in mathematical functions into the input fields. There were a function like this r(1,10). It has generated a random value between 1 and 10.

Is this possible without using python?


texts: I was trying to smoothen my character by pressing Ctrl + 5 ; it made it smoother but I ended up with a line and a crease in my character.


texts: Get index of the polygon that a particular tessface belongs to

texts:
I can do this to print the indices of all the (tessellated) triangles in a mesh:

ob = bpy.context.active_object
me = ob.data
me.calc_tessface()
for f in me.tessfaces:
    print(f.index)

Also, if I want the indices of all the polygons, I could do:

for f in me.polygons:
    print(f.index)

However, is there a way to figure out which polygon does a triangle belongs to? Alternatively, is it possible to iterate over all the tessfaces belonging to a polygon?


texts: How to automate polygon reduction using python?

texts: I have several models(more than 1000) in FBX format and I want to decrease their polygon count. I'm using decimate modifier. Since there are so many models and the task is not too complicated, I was wondering if it was possible to do this with python scripting. I looked around the internet but all the scripting tutorials I found were doing scripting inside the blender. But what I want is a script which scans all the models in a folder and outputs their low poly version.


texts: Select multiple vertices using a list of coordinates with KDTree

texts:
I want to select (or to put into active selection) some vertices using their coordinates so I've seen an answer there :
Automatic select vertices by given coordinates

But it only works when I'm in edit mode, how could I use it this way :
Object mode : select an object, put it in edit mode and then select the vertices, go out of edit mode (back to object)
And when I use this at the beggining of the code : bpy.ops.object.editmode_toggle() it sends me an error.

Because I'd like to use this code with other objects in my scene not just one.
I guess the problem is in bmesh but I don't quite understand it...
Thank you for your help.

The answer given by zeffii :

import bpy
import bmesh
from mathutils import Vector, kdtree

coords_to_find = [
    (0.3203125, -0.734375, 0.7578125),
    (0.0, -0.2890625, 0.8984375),
    (0.453125, -0.234375, 0.8515625),
    (-0.6328125, -0.28125, 0.453125),
    (-0.796875, -0.125, 0.5625)
]

# Get the active mesh
obj = bpy.context.edit_object
me = obj.data
bm = bmesh.from_edit_mesh(me)

size = len(bm.verts)
kd = kdtree.KDTree(size)

for i, vtx in enumerate(bm.verts):
    kd.insert(vtx.co, i)
kd.balance()

for idx, vtx in enumerate(coords_to_find):
    co, index, dist = kd.find(vtx)  # dist is the distance
    print(idx, vtx, index, co)
    bm.verts[index].select = True

# Show the updates in the viewport
# and recalculate n-gon tessellation.
bmesh.update_edit_mesh(me, True)


texts: How to convert images from logarithmic space to linear?

texts:
Some software have the ability to convert from/to Cineon logarithmic space to linear. It also appears that Blender had a node named log2lin in some point (in 2.4 maybe).

Is there a way, addon or node group that can make the conversion? And the opposite?


texts: Alpha not showing up in renders for textures painted with transparent png

texts: I want to paint the fassade of my building with some leaves here and there. The file I'm using as a brush is a png with transparent parts. It's working fine in texture paint mode, but in renders it always displays the alpha as black. I created the picture which is painted on with transparent background though, so I'm not seeing why this is happening. Any clues?


texts: How to texture a cube so that each face has the same uv coordinates?

texts:
I would like each face of a cube to have the same texture coordinates as each face will contain the same image. Therefore there will be no wasted space from storing a 'T' shaped image, instead of a square image.

I have attempted uv unwrap the cube and layer the islands on top of each other. However, I am unable to scale and align all of the faces to the full size of my square texture (image).

How can I fix this issue or is there a better carried out this process?


texts: Is there a way to have dimension shown in fractions?

texts: I can enter dimensions in fractions but then can only see dimensions ofr objects in decimals. I live in the US and I'm using blender to create build plans. For the plans to be useful to people in the trades dimensions need to be shown in fractions.


texts:
So I have this Blender model:-

I tried  using ctrl P -> set parent with automatic weight. It shows an error code saying:

  "bone heat weighting: failed to find solution for one or more bones"

What can I do? Do check the blender file to check the my mistake(s).


texts: Bump map node giving mesh blocky shadows and no lighting

texts:
It's been happening the last couple of days, but whenever I attach the Bump node to diffuse or any other property, the mesh becomes darker and it gains dark blocky shadows, it almost looks like I've applied the toon shader on it. No matter how my times I use the subsurface tool, the shadows never smooth out and I never get my bump map effect.
This is the exact beginning setup that I've done on multiple occasions, but recently it's been wigging out on me, I want to know the reason why it's doing this.

Edit  The Second image is me doing the same beginning node setup with the outcome looking way different. There's something I'm missing but I don't know what


texts: Texture problem: model only renders in black and white

texts:
So working with a head model, I have a color image for texturing the face/scalp/neck and have the UV mapped properly to the image but when I render the image is always in black and white only.  I cannot find anyplace in any settings or in materials or texture panes where I can see why this should be so.  If I delete all materials and try to make a new one, I am only allowed to select black and white images of the color texture.  If I reload or replace the texture with the same image again, same thing.  It is in color in the Texture selection in the 3d model window but as soon as I render it, in the 3d window or via actually rendering of the still image, it is black and white.

WTF?

Here's some screen captures:


texts: my animation is not rendering. it just goes to a black screen like this:


texts:
So I made this:

Every object is seperate objects (each leg, the main body, the neck, the torso, the head...) and I was wondering if it would be better to rig or to move each piece or something else?


texts: How do place an image to the side of a cube using the Python API

texts:
I am trying to map an image to the side of a cube (just one side) and I'm having trouble figuring out how to do this with the PythonAPI.

I tried something similar to this: tutorial but it warps the image so that it covers the whole cube.

The reason I'd like to use the python api is that I'm going to be doing this for thousands of images. It would be nice not to do it by hand :)

Any help/tips/pointers would be greatly appreciated!


texts: Make all paths relative for a blend file via python

texts: I have a bunch of blend files, each in their own directory with supported files wherever necessary. I want to configure all the blend files to use relative paths. I can open each of them and do File > Externel Data > Make all paths relative. But since I've a lot of blend files, this is time consuming. Is it possible to do this via python script?


texts: Blender won't install correctly on one of my computers

texts:
I have two computers and have never had any problems with installing Blender, but now one of my hard disks crashed so I bought a new one.

I installed Windows 7, 64 Bit on it and some programs, but when I tried to install Blender, it installed it, but there seems to be something missing. The install wizzard said Blender requires 0 Kb of space and in the start menu there is no uninstall Blender. Furthermore, there is nothing in my AppData/Roaming....

When I try to open Blender, it just flashes the command console and then the grey screen flashes and then it's gone. This happened with 2.77a, so I tried 2.67b, which works fine on my other computer, but it had the same problem.

My other computer is older and I can't install 2.77 on it (no OpenGl 2.1).
I tried the MSI and the Zip file, but that makes no difference.

Any ideas?
Thanks.


texts: I'm making my first sword in blender for a video on yt but the guy doesn't teach how to make the blade edge


texts: Foggy lake - why is the fog not reflected by the water?

texts:
I'm trying to render a foggy lake scene (Blender 2.8 with Cycles). The entire scene is placed inside a cube with a volume scatter material, the lake is just a glossy plane. The lighting comes from a large area light in the back pointing directly at the camera. Here is the setup (the ellipse is the area light):

Here is the rendered result:

As you can see, the lake reflects the light directly (bright region in the center), without any scattering applied... how can I get the water to actually reflect the fog?


texts: How to make a Dithering effect in blender?

texts:
How to make a dithering effect in blender?
Something like this:

By the nature of the render engine, it does produce some kind of dithering, but How to get more of it? Is there a way to do that?

The picture on the right is dithering (dithering is a process of colour effects that the computer makes to make an image, video or animation to look like a higher resolution. The resolution is the same, but the effect is chеаting the eye like it is).


texts: Different values of sampling on the same scene - cycles

texts:
I know that I can set different values of sampling for glossy, diffuse, etc...
I'd like to know if there is a way to set different values for lighted spot and darker ones.
There is a lot of noise in shadows and I need an high sample value, at the same time I don't need an high value for the lighted spots so i'd like to save render time.

Ideas?


texts: how to snap several vertices to the same z.position

texts:
I encountered a little problem. Say I have a mesh an the Vertices on top are not in the same Z-Position. I am looking for a method to have them all aligned in Z.

My approach is to select the 3 Vertices, grab the blue arrow to constrain the movement in the Z-Axis and want to snap to the vertex highlighted with the red circle.

My Snappingsettings

But for some reason they don´t have the same z-Position. They seem to keep their Offsets to each other?

I used this method in Maya.
Do you know a way how to get that working?

thanks in Advance
Guido.


texts: Add object constraints and link to an object

texts:
I am hoping to get some help. This is the code I am using, but the constraint has no effect.

bpy.ops.object.select_all(action='DESELECT') #deselect all object

bpy.data.objects['A'].select_set(True)
obj = bpy.context.window.scene.objects['A']
bpy.context.view_layer.objects.active = obj
o = bpy.context.object

add_constraint = o.constraints.new('LIMIT_ROTATION')

target = bpy.data.objects['A']

bpy.context.object.constraints["Limit Rotation"].use_limit_z = True

bpy.context.object.constraints["Limit Rotation"].influence = 1
bpy.context.object.constraints["Limit Rotation"].min_z = 0.0872665
bpy.context.object.constraints["Limit Rotation"].max_z = 0.0872665

bpy.context.object.constraints["Limit Rotation"].owner_space = 'LOCAL'


texts: Way to ignore some object or mesh when snap is active in blender 2.8?

texts:
Question about way to exclude some object (target) when snapping is active on face,
 on interface or python script.


texts: Inconsistent pose when exporting rigged model to UE4

texts:
I'm having a problem where when I work with my model in Blender its pose is equal on both sides, but when I import to UE4 it gets this weird inconsistency in the left arm that rotates and lifts it in a weird way. Is this common? Is it something wrong I'm doing in blender, or UE4? Is there a quick fix for this? There is one simple idle animation attached to it, if that makes a difference.

Thanks.


texts: Mesh changes its position when adding armature modifier

texts: I have a rigged body and I want to put some clothes on it. I fit it to the body mesh, then transfer weights from the body to the clothing item. But when I add the armature modifier to it and choose the body skeleton, the mesh changes its position and slightly deforms. Could you please help me with the direction where I should look?


texts:
new to blender but not to 3D modelling (a LOT of lightwave) I'm trying to create a face grid between 3 connected edges formin a loop.
I tried with the standard loop and bridge and loop tools addon but each time the grid is only following 2 edges out of 3...(see attached screenshots)

I know how to do it in lightwave with splines but I'm stuck in blender.

[Edit 14/05] I tried the bsurfaces addon. And the only result I could have is an error message...

Here is the file:


texts: How to take an object with textures applied in nodes and put it into unity

texts:
So I used the sapling add-on to create a well detailed tree. Under the curves tab I check the Use UV for mapping box and the went into cycles render mode. I then opened up the node editor and applied the textures to the tree with nodes. When I went into render view all of the textures were in place and correct. But when I finally saved the blender file and the put it into unity it didn't process the textures. Do I need to uvmap the tree instead of applying the textures through node editor, for it to show up in unity. I would very much appreciate if someone could clear this up for me.

Thanks, Nova


texts:
Relearning blender, I notice when I render my image, the shadow looks pointy.. the mesh is very smooth so I don't know whats causing this. The same thing happens in Eevee. Anyone know what might be causing it?

I've tried playing around with the lighting strength and trying different angles but still get the same issue. I'm using just a default point light, what is wrong?


texts: How to add "Copy Location" Constraint programmatically?

texts: Let's say I have 2 objects: 1 empty and 1 cube. How could I create a "Copy Location" constraint for the empty, so it follows the cube's movement?


texts: Control transparency of image texture in nodes?

texts:
Here is my problem, i am trying to recreate a handrawn painted texture, and for that i have to mix a crosshatch texture with a watercolour texture using ambient occlusion as the factor in the mix shader. but the crosshatch texture has a white background and looks odd against my watercolour texture.  is there any way i could make my crosshatch texture transparent? i also have a transparent png of the crosshatch if that works better.

Thanks in advance.


texts: Purge unused data (e.g. particle system, or groups) by script

texts:
How can I completely remove a objects (e.g. particle system or groups used in particle systems) in blender using python?

The problem is this: I have a script, with which I create a scene (e.g. adding some normal objects and some group of objects with a particle system). For a research study I would like to repeat that that several times, without restarting blender. So I can create a scene, delete everything, e.g. with a script like this:

import bpy
scn = bpy.context.scene
for obj in scn.objects:
    obj.select = True
bpy.ops.object.delete()

If I rerun the script to recreate the scene with objects using particle system, the latter is not shown in the scene anymore (only the placeholders of the particle system). Now I'm not sure where exactly the problem lies, but I guess not everything is immediately deleted, running the script above. Only the startup of blender helps (but that's not what I want) or pushing the purge button. The purge button seems to start the command:

bpy.ops.outliner.orphans_purge()

But I can't get this piece of code to run in the console. It says that "the context is incorrect". Is there a way to purge the unused data by python script? Thanks a lot for any help.


texts: View jumps around when clicking with 'lock to 3D cursor' enabled

texts:
Does anyone know what the intended behavior of this is?
When I set 'Lock To 3D Cursor' enabled in the 'View' tab and I middle click to pan or rotate the viewport camera it changes the distance of the camera to the 3d cursor based on the object underneath the mouse cursor.
I'd prefer if it didn't move the camera around at all when I clicked because it makes it really difficult to navigate the view. Disabling the movement would be best but I also just don't understand what it is attempting to do, knowing that would also be helpful just to understand how to use it better. If you click on nothing it behaves how I would expect, no jump in movement, and if you don't have the camera locked to the 3D cursor it behaves how I would expect as well.


texts: Is there a way to change the colour of displaced areas only?

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I've created this model and created displacement using a combination of weight painting and the displacement modifier to create some intense wrinkles. Is there way that i can change the colour or material of the displaced areas/wrinkles without altering the rest of the mesh?
Is this something that could be achieved through procedurally generated displacement instead of the modifier.
Any help welcome :)


texts: What is the math for the B-spline interpolation of a color ramp with two color stops?

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I often use a color ramp with only two color stops as a way to modify the output of a texture parameter as in this example.

I would like to be able to do something similar in a node group where the positions of the two color stops are input parameters. Such a group might look like this

There is a solution for a linear color ramp in this answer.

A similar solution would work for the other interpolation types, provided I knew the interpolation equation.

What is the equation for b-spline?


texts: How to make this sharp circle edge rounded?

texts: How to make this sharp circle edge in the middle (highlighted on pic2) - rounded like all the other edges of the cube? I tried "Bevel" but probably I don't master it well enough, or maybe it is the wrong tool to use...


texts: Rotate a particular bone in edit mode without offsetting animation?

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I have an armature of animated bones and I want to rotate the main bone by 90 degrees in edit mode so that that particular bone has the right orientation when exporting the animation for the source engine (I accidentally animated it with the wrong rotation).

My animations are already finished, so when I rotate the bone in edit mode now it messes up the animation. (The bone is moved away from its original position and moves in the wrong direction during the animation.)

How do I fix this?

This is what the problem looks like:

Here's one of the .blend files (not rotated): idle.blend


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Seems simple enough, but I can't find the solution. How do I simply extrude this along it's current angle (axis)?

Like this example:


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I got a new laptop with this issue:

I dont understand why this is happening. The specs of the laptop are completely fine, and this is a new installation of Blender. What s causing this issue?

Its hard to see, but there's basically a weird frizzling and splitting going on through the viewport.


texts: What is best way to organize a scene with different sets of materials?

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I am currently creating an interior scene and want to show different examples of wall/ floor materials to my customer. So I was thinking about how to organize my scene when I want to have different sets of materials on my objects.

Right now I have about 15 objects that use the same wall material (partly on a few faces only) and 3 wall materials I want to show (paint, wood, tiles).

What do you think is the best way to do that?

My first idea was to simply copy all the walls to a new layer and then change the material.
pros: one click - switching between scenes
cons: - file becomes bigger
- Objects are not linked, so if I change something it will be in one scene only

==> Is there a way I can create a linked object without linking the material?

Second idea was to attach all the materials to the same object and change them by applying them in edit mode (I will have to create vertex groups for the faces I need).

pros: I don't create unwanted copies of my objects
cons: I will have to do that manualy for every object

Third idea is to turn every material into a node group, then create a kind of master material (called something like "wall covering"), add all the node groups to this material and switch between them by connecting the node groups to the material output - node.

pros: 1click - changing of material on all objects at the same  time
- no copies of my objects

cons: if I want to make a change to a material I will have to change the node group instead

Has anyone experience with any of these solutions or any new ideas? Are their any important pros/ cons I didn't think of?

I am currently using the beta of blender 2.8.